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- October 21st, 1998
- ================================================================
- Model Name : PKnight
- installation directory : quake2/baseq2/players/pknight
-
- Model, Knight Skin : James Green
- Email Address : james@perilith.com
-
- CTF Skins, Evil Skin : Ryan "MrRogers" Butts
- Email Address : ryan@sunstorm.net
-
- Special Guest Mappper : NPherno (the "N" in NST)
- Email Address : npherno@sunstorm.net
-
- Model description : This is a model from the RPG Perilith, which
- is currently in development. Perilith was
- going to use the Quake 2 engine, but Unreal
- is more suited to our purpose. Instead of
- letting the Q2 work go to waste, the first
- model was finished as a Q2 PPM.
-
- Latest info : http://www.perilith.com/pknight
-
- Other info : http://www.perilith.com
-
- Additional Credits to : id Software, Perilith Project Design Team
-
- Thanks to : Q2PMP, Vito, NPherno, Mr. Rogers, Strife
- VicX, FX, Dr. Skellings, Caleb, Erin
- ================================================================
- * Play Information *
-
- New Sounds : coming soon
- CTF Skins : yes
- VWEP Support : yes
-
-
- * Construction *
- Poly Count : 800 (model + biggest weapon)
- Vert Count : 474
- Skin Count : 4 (Blue, Red, Evil, Knight)
- Base : Original model
- Editor used : trueSpace 3.1, Alias Power Animator 8.5,
- NST, Qdata, Photoshop 5
- Known Bugs : Brace yourself...
-
- The construction of the model itself is a little weak; I would have
- done several things differently if I had to do it over. The flames
- didn't turn out looking quite as flame-like as I had hoped. The salute
- animation is a little stiff, for example the cloth doesn't move that
- well and the weapon rotates a little to smoothly to be natural. I cut
- major corners on the left hand. Sometimes wierd things happen with the
- loincloth, but I don't think it's that noticeable. I'm not sure if the
- weapons are a bit improper or not; let's just say they're "magical",
- OK? A few of the weapons don't make sense if you taunt or salute (etc.)
- since they are so different; ie. crossbow (grapple) and grenade
- (flaming potion). There's not enough skins. The weapons that are
- animated look wierd underwater, since only the first jump frame is
- displayed (flaming weapons, BFG, rocket launcher, railgun). CDeath and
- Death1 are similar, but I like the way it looks so I kept it that way.
- There's an extra default frame at the start of the salute. The run
- animation isn't matched up with feet movement as nicely as Mr. Steed's.
- A bit of texture streching here and there, but that's the cost of
- making an easy to follow mapping layout. The "newer" VWeps are not
- included, but will be if I find enough people need them, and if I get
- some good ideas/suggestions for the weapons.
-
- Build/Animation time : We're not even going to go there....
-
-
- * How to use this model *
-
- Extract this archive into your Quake2 directory. It has it's own
- internal directory structure in an attempt to make sure everyone has it
- in the same location, and so the weapon skin shows up properly (it's
- tied into the directory name somehow). Whatever happens, the intention
- is that the model will be installed into the following path:
-
- <quake2 dir>\baseq2\players\pknight
- eg:
- c:\quake2\baseq2\players\pknight
-
-
- * Background information on the Knight *
-
- Born into a dynasty of power, trapped by a legacy of rite and tradition,
- and freed by a tragedy that destroyed his family -- and his betrothed --
- Lon Gailand abandoned his heritage as an Armigerian Knight and
- his birthright as King to find a new purpose in his life... only to
- become ensnared in a struggle beyond his comprehension, by powers
- far, far greater than himself alone...
-
-
- * Background information on Perilith *
-
- Contact with Karch has been lost. What was once a great city on the
- mountainous slopes of western Aldergast, rich in trade and culture,
- now no longer exists. Travelers and caravans claim having found
- nothing but tortured earth for miles, teeming with a tainted Flow
- and rife with foul creatures... if they return at all...
-
- Far to the east, Karch's sister city, Calithein, battles with an influx
- of creatures of darkness from a dungeon to the north, vainly attempting
- to prevent the monsters from storming the city...
-
- In the middle of the Southern Sea, a magician-in-training awakens from
- a prophetic dream of events to come, only to be ignored... and then
- denied access to the ancient texts which may prove his dream to be
- all too true...
-
- Across the world of Perilith, an ancient struggle against the forces of
- chaos and destruction has ensued anew... except the nature of the evil
- is unknown... and the means of vanquishing it are even more unclear...
-
- Spawned from seven thousand years of history, Perilith will be an RPG
- of heretofore unseen proportions, a pioneering effort in creation,
- distribution, and world evolution.
-
- May the Creator dream of you kindly.
-
- * But how the hell did he get in the Quake2 universe? *
-
- Lets just say there was this big, nasty, magical accident. Call it
- plane shifing if you will. The poor guy wakes up and can't figure out
- what's going on, but there seems to be a lot of killing going on
- around him, and he was always kind of good at killing stuff...
-
- * Copyright / Permissions *
-
- QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc.
-
- Perilith is copyright 1995-1998 by Vito Miliano
-
- Karch, Aldergast, Armiger and Calthien are trademarks of Perilith, held
- by the Perilith Project Design Team, and Vito Miliano
-
- The PKnight model is copyright 1998 by James Green
-
- http://www.perilith.com
-
- This model was created by James Green in the Center for Electronic
- Communication studio while enrolled in a graduate program for
- Computer Arts offered by Florida Atlantic Universtiy. For more
- information on the program please visit:
-
- http://www.animasters.com
-