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Quake1 Style Light Globes, by Sagnor

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Title                   	: Light Globes
Mapobject type			: ??? Needs brush created mounting
Date                    	: June 6th 2000
Filename                	: sag_globes.pk3

Author                  	: Sagnor
Email Address           	: sagnor@gamedesign.net
Home Page               	: http://q3build.gamedesign.net
					: http://prefabs.gamedesign.net

Program Used			: 3dsMax 3
Additional Ideas / Remarks	: Based on the old Quake 1 Gold Globe Lights
					  (note I'm not a modeler, more of a level designer. Just these where really simple spheres 					  with different .shader effects add to them) So please no requests for other models. This is 					  about the best I can do....:)
					  Also added to this .pk3 file are 2 textures from ID renamed and added to the 							  models/mapobjects/globes folder, for Q3R Editor reference, added twice as different names.
					  clear_flash_globe.tga, clear_globe.tga, gold_flash_globe.tga and gold_globe.tga.
					  Originals were effects/tinfx2d.tga and effects/envmapgold.tga.

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* About *
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There and a few different versions in this .pk3 file.

small_clear_globe, large_clear_globe and large_clear_flash_globe.
(Transparent clear/glass types. large_clear_flash_globe has a flashing type effect to it.)

small_gold_globe, large_gold_globe and large_gold_flash_globe.
(Transparent golden/glass types. large_gold_flash_globe has a flashing type effect to it.)

Also included are some Q3Radiant prefabs for different mounts for this thing. 
Most are convertions of AzrKnights old light_globe mounts he had made for Quake1 ages ago. 
Converted wih his permission. Along with a couple originals created by myself.

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* How to install the model *
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Simply unzip the .pk3 file into your baseq3 directory.

Also make sure you add sag_globes.shader to your baseq3/scripts/shaderlist.txt
just open shaderlist.txt in any texture editor, scroll down to the bottom and add
sag_globes on the next empty line
No need to redistribute the shaderlist.txt with your map(s). 
That file is only used for compiling your maps.

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* How to add this model to your maps *
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Start Q3radiant and open/create the destination map for the model.
Right click wherever you want and select the "misc-model" option.
Close the browser and type this in the "key" and "value" boxes from the 
newborn floating window:

Key: "model"

Value: "models/mapobjects/globes/large_clear_flash_globe.md3" 
Value: "models/mapobjects/globes/large_clear_globe.md3" 
Value: "models/mapobjects/globes/small_clear_globe.md3" 

Value: "models/mapobjects/globes/large_gold_flash_globe.md3" 
Value: "models/mapobjects/globes/large_gold_globe.md3" 
Value: "models/mapobjects/globes/small_gold_globe.md3" 

Depending in which of the six versions you want to add.
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* Permissions *
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This mapobject may be electronically distributed only at no charge to
the recipient, and may not be modified in any way.  This text file
must be included with the level.
This mapobject may not be distributed on any CD-ROM without the prior,
explicit consent of its author.
You may run this mapobject on your server as long as no money is charged to 
players for playing on you server.

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* IMPORTANT NOTE *
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Remember that, in order that other players can see correctly the mapobjects 
in your map, you'll have to include at least every custom .tga (included in the
mapobject .pk3 file) files you used in your zipfile at distribution.
Also make sure you include sag_globes.shader

If you are going to display and distribute models or skins based on repositioning 
or recoloring existing id models and or skins, please note and include the proper 
id copyright information on the accompanying readme documentation. 
You should also attribute both the model and the skin to Kenneth Scott, 
the id artist who created the original for Quake 3 Arena.


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