14/05/2001 ================================================================ Model Name : Dragon Knight Model Author : Michael "Magarnigal" Mellor email : mmellor@bigpond.net.au homepage : http://mag.critical-depth.net Skin Authors : Dan "Deranged" Marinelli -default -Gollum -Percy -Rrazzia -Sir Bruin email : deranged@snip.net homgepage : http://www.3dpalette.com/deranged François-Xavier "OgroFix" Delmotte -Gorenaire -Nagafen -ctf red -ctf blue -Rallos Zek email : ogro@planetquake.com homepage : http://www.planetquake.com/pandemonium Jason "dark Horizon" Sallenbach -Dark Dragon -Dark Knight email : dark_horizon_hl@hotmail.com homepage : Eyal "Shotgun" Shoham -Lazzaridus -Shotgun Knight email : shotgun@netvision.net.il homepage : http://www.planetquake.com/skingun/ glenn -Radaghast -Sir lokeren email : alexin@cglenn.com homepage : http://www.cglenn.com Sound Author : Eric "Redchurch" VonRothkirch email : redchurch77@yahoo.com homepage : Acknowledgements: I am deeply indebted to the great talents of Ogrofix, Deranged, Glenn, Dark Horizon, Shotgun and Redchurch for their incredible contributions. Without these guys this project would never have realised its full potential. Thanks to all the guys on polycount for their support and comments throughout the long-winded development. Cheers guys, its been a lotta fun! Additional Credits to : id software, for the best games. ================================================================ Description A gallent knight riding upon his sturdy Dragon steed. This model is the successor to the original Dragon Knight for Quake 2. Other Info A cool feature of the quake3 animation system is the ability to define the length of almost any animation. This, along with a great compiling tool from work, meant I was able to do nice long idling sequences and death scenes that convey much more personality and emotion than in previous ppms I've done. All this extra eye candy comes at a cost though, the extra frames bloat the md3 files quite considerably, and even on a high end computer just a couple of these guys running around on screen can seriously slow the action down. Another point to note is that the death scenes are quite long, taking about 20-25 seconds to fully play out. Since quake3 automatically skips to the final death frame once you respawn, the only way to see the entire loop is to not respawn until the animation is finished. Bots, of course, respawn instantly regardless so the death anims will always get cut short if your playing against bots. I have vague plans to do a 'deathmatch friendly' version with much shorter, practical animations. What would I have done differently? I regret not taking more time with the uv maps, its pretty shoddy in parts and really caused the skinners unnecessary grief. You'd think I'd have learned by now :) There are some problems with the general design of the dragon, particulary the front legs. I should have thickened them up considerably to be convincingly 'load bearing', or shrunk them right down to t-rex like claws that don't touch the ground at all. The middle ground they tread as they are doesn't really work. Other than these few niggling issues I'm pretty happy with how the whole thing turned out. ================================================================ * Play Information * Sounds : yes CTF Skins : yes Bot support : yes LOD support : no * Construction * Poly Count : 2116 Skin Count : 11 Shaders : no Editors used : Lightwave 6.5, nmd3, paintshop pro, Botstudio .98 Build/Animation time : too long * How to use this model * unzip to your /baseq3 folder, the model should then be available from the player select menu. ***NOTE: The md3 files are exceptionally large, you may need to increase the ram allocated to quake3 in order for this model to load. Try adding the line "+set com_hunkmegs 96" to your quake3 shortcut. * Copyright / Permissions * QUAKE(R) and QUAKE III Arena(R) are registered trademarks of id Software, Inc. Contact me if you wish to use this model for anything other than its intended purpose.