Type: 		Quake 2 Multiplayer Pluggin Model

Name: 		ai
                ai ( as in video girl ai ) as far as I know means 'love' in Japanese
                but then it could be a.i., atrifical intelligence, or both ( some kind of 
                robot love doll? doh I'm to late for all that aren't I ) or then it good be
                neither... You decide. Its really easy to spell though ;)

Release Date: 	28th August 1999

Author:		Ian Waugh    

E-Mail:		gundam@btinternet.com or ian.waugh@virgin.net

Homepage: 	No    (I've got a design and its on the things to do list)

Files:		ai        zip       890,202  28/08/99  23:47
                ( containing these )
                tris      md2       355,420  24/08/99  23:47
		weapon    pcx        17,304  24/08/99  23:36
		ai_i      pcx         1,869  28/08/99  20:38
		ai        pcx        44,932  28/08/99  18:46
		ctf_b     pcx        45,357  28/08/99  18:46
		ctf_b_i   pcx         1,865  28/08/99  20:56
		ctf_r     pcx        46,035  28/08/99  18:46
		ctf_r_i   pcx         1,876  28/08/99  20:56
		weapon    md2        53,012  22/08/99  23:21
		bump1     wav        6,664   26/08/99  22:38
		pain25_2  wav        18,002  25/08/99  22:06
		pain25_1  wav        21,892  25/08/99  22:12
		pain50_2  wav        16,270  25/08/99  22:08
		pain50_1  wav        22,782  25/08/99  22:09
		pain75_2  wav        21,194  25/08/99  22:07
		pain75_1  wav        30,008  25/08/99  22:17
		pain100_2 wav        33,294  25/08/99  22:19
		pain100_3 wav        30,464  25/08/99  22:20
		jump1     wav        15,042  25/08/99  22:22
		gurp1     wav        26,318  26/08/99  22:34
		gurp2     wav        17,502  25/08/99  22:23
		fall1     wav         7,330  25/08/99  22:26
		fall2     wav        17,616  25/08/99  22:24
		drown     wav        66,440  25/08/99  22:42
		death1    wav        34,770  25/08/99  22:48
		death2    wav        43,204  25/08/99  22:47
		death4    wav        28,402  25/08/99  22:44
		death3    wav        48,568  25/08/99  22:46
                ai        txt         8,492  28/08/99  22:47

Instructions:	Create a folder   Quake2\baseq2\players\ai
                and just unzip all of the file into there.

		This model can be freely distributed electronically as long as this text file is included, unmodified.
		If you wish to  include it in a compilation, Mod or commerical product, please email me first.
	
Description: 	She is just a fairly generic anime style girl with idealised human female proportions,
                long legs, short body, pert chest etc. I hope it isn't to unrealistic. It is not ment to be any
                one character in particular, but the main skin is based on the pic mentioned below
                The gun is a sort of large caliber submachine gun thingy, again Shirow influnced. I though it might
                make a change to give Q2 a charcter a small gun ;)
                
Influences:	Most of the things I do  tend to be influenced by Masamune Shirow, Kenichi Sonada and Kia Asamiya, and ai is no exception.
                The main influnce for the skin is this one particular picture by Masmnue Shirow  (try one of these links to see it )
                http://www.angelfire.com/ga/hobbes3000/images/ghost6s.jpg 
                http://x4tech.simplenet.com/intron/shirow11.jpg
                ai doesn't even come close to doing that masterpiece justice.
                 
Model Info:	Vertices   	  : 404
                Mapping Vertcies  : 573
		Polygons      	  : 799 tris
		Skin       	  : 256x256, none attached
                Wasted skin space : 23%

Weapon Info:	Vertices   	  : 61
                Mapping Vertcies  : 94
		Polygons      	  : 173 tris
		Skin       	  : 128x128. 1 skin attached to the model /baseq2/players/ai/weapon.pcx
                Wasted skin space : 20%

VWEP:           No

Tools used:  	Mesh			: Inspire 3D 1.0  (Actually model in Max? NEVER i say ;) )
		Animation and Mapping   : 3D Studio Max R2.5 and Character Studio 2.0 
					  ( Although Character studio is the best animation software
                                            I have ever used, I prefer the general Inspire/lightwave way of doing things 
                                            and I'm really looking forward to Lightwave[6] )
                                          IOUV 0.7 max script was used to transfer mapping to q2 model editor
                                          ASCMaker plugging to export from MAX to asc files for Q2 modeler
		Skins			: NST .92b,  Corel Photopaint 8.0 ( because its better than photoshop ( I'm trying to be contraversial here ) )
		Compiling		: Quake2 Model Editor .9 	
		Viewing			: JawMD2, The Skin View mod and MS2 viewer

Sounds:		The sounds are based on the standard ID Software samples, but have been processed to be more kawaii.
                Many thanks to my brother Dave for the audio work, removing a lot of the noise and clicks, re-pitching 
                and time stretching them.

                Dave is an audio perfectionist and sample wiz, and he would like me to point out he (only he) considers
                the sounds a bit poor, because of the raw material he had to work on are of low audio quality. 
         
Model Notes:    Ok its my first Q2 model, don't be too rough on me. It is actually my fouth plugin player model, but the last
                three , MajorK, Etac and ASWAT where for Half-Life. I figured if I ever want to turn this hobby into a
                paying gig, then I better learn to animate sharpish. Hence I did a Q2 model, really just for anim practice.
                This is my excuse for not doing lots of skins, orginal sounds and VWEP (not a very good excuse is it ). 

                The model its self has a few problems, a few edges I really should of turned, the fingers do strange things
                if you look very close. The poly count is high for such a generic figure, ( but if you have vodoo2 or TNT or
 		better it is not like you will actually notice the higher number of polys ).
                Not all of the vertices do a lot of work, it isn't that optimal, the ones halfway down the limbs don't do 
                much but I put them there to try and prevent to much deformation and give the Character studio bulge editor
                something to use. The model is a little to square and boxy for all of those polys.

                Mapping again has a couple of minor problem areas, but it does'nt affect it that much. I really should of
                detached the arms from the body to get more room for the body sides. 
                Wasted space is a little high, but I prefer something that is easy to skin then soemthing that used
                every spare pixel of space.

                Animation was a new challenge, I am fairly happy with the results but I really should of done more with legs 
                they stay planted to the floor to much and aren't very interesting. The run's stride anim is a bit short and
                the model appears to skate a bit in game.  Plus I did all of the anims as sperate files, not one big one, 
                this make reaplying bip files after model changes VERY tedious and pretty much rules out VWEP 'cause of the
                amount of work involved. I could'nt really combine the anims because I used the CS feet stay to much on
                its own without setting keys like I should of. Stupid. Next model I'll do as one big file.

                Anyway it was a learning experience.
    

Other:  	I sometimes can be found as "Gundam", late at night on Wireplay, Barry's world and other UK servers, 
                playing Kingpin, Half Life, TFC, Counterstrike or even Quake2.
	
Thanks:		Dave for the work on the sounds
		The authors of NST, Quake2 Model Editor, IOUV script and ASCMaker pluggin. This model would of not been possible without you.		
                Cold Fusion, The Q2PMP and 3D The bodyshop for posting my last models and saying nice things about them.
                Everybody who emailed me about Etac, MajorK and ASWAT. many thanks for the words of encouragment.
		Every one who has done a Player model before, thanks for the inspiration and now I 
		really appreciate the work you put in to bring them to life.
                And not forgettting ID Software for Quake2
               