Download Berga Giros
Filename: q3mdl-XM-05.zip
Author: King Chou
Size: 2.8 MB
Created: 5/31/2002
Updated: 5/4/2004
Downloads:
Also known as: Quake 3: Arena
XM-05 Berga Giros from Gundam F91, 0122. The Gundam F91 movie and models were originally released.
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|February 26, 2000|
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View this txt at 1024x768 or it'd be like, screwy.
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Model Name : XM-05 Berga Giros
installation directory : Quake III Arena/baseq3
Author : King Chou "Parasaurolophus"
Email Address : sc5@cec.wustl.edu
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Model description : XM-05 Berga Giros from Gundam F91, 0122. The Gundam F91 movie and models were originally released
around 1990, 1991.
Other Info : mesh, along with several other Gundam F91 meshes, were made in summer '98 (I think) with qME3.0.
Originally for Unreal, but then again Unreal's a complete piece of crap multiplayer
code-wise. So now I'm hoping... maybe... perhaps.... Gundam F91 partial conversion
For Quake 3 Arena someday? :) Oh well, I'll put that off and try to make them all q3ppm's
first.
Additional Credits : id Software, Bandai, Sunrise, bla bla bla... mecha domain, gundam.com, gundam.net,
Polycount.com, whoever drew the Bandai 1/100 box cover art (That's the skin! :þ ),
John “Ronin{Triad} Fisher for sending me a zipped file that works...,
er, whoever else... I can't remember everything! :)
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* Play Information *
New Sounds : yes (ripped from the movie, I made these for the XM-07A Quake2 model but never released it.)
CTF Skins : yes
Bot Count :3
-Zabine
On "Hurt Me Plenty" 1v1, I can be about equal to him. Smacks Xaero down when they play
together in a large game. But then again Xaero only ties, wins/loses slightly to/with Hunter...
Attack Skill Reaction Aggression Self Preservation
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Skill 1: .45 1.0 .95 .95
-Dark Tiger
Much easier.
Skill 1: .40 2.0 .90 .90
-Mass produced commander's type
Piece of cake.
Skill 1: .35 2.5 .85 .85
Fav weapon: railgun, then rocket, then lightning, then plasma. I wanted them to
use the gauntlet, but apparently there's no hand to hand code in Quake3 Arena.
they just run by you about 4 feet away from you or so. That makes sense for range
weapons, but not hand to hand! They come to within 4 feet, then strafe or backstep away! You can stand there all day and never get touched.
Skin Count : 4
-Zabine
(no clue what his team's name is called, midnight blue & purple.)
-Mass produced commander's type
(purple & ghost grey/white.)
-Dark Tiger
(red & gunmetal. Well, there's XM-05B's... I don't know if there are XM-05's. :þ )
-blue ctf skin
In G-Cannon Magna colors from the "MS Gundam Silhouette Formula Official Handbook."
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* Construction *
Poly Count : LOD 1: 1100-1200
LOD 2: 1100-1200
LOD 3: 700-800
Base : new model. Mesh made in qME3.0. Aaaah... so much friendlier than 3ds crap.
in qME you can move something along the plane of the screen. can you do that in 3dsmax?
I haven't been able to. tell me if I can please. :þ piece of 3ds max crap always makes
things fly 10 miles into or out of the screen without telling me... while all I was
trying to do is slide something maybe just half a centimeter to the left or right...
AND BONES SUCK ASS! I wasted 15 hrs on bones just to get flying pelvises...
Say key frame 1, key frame 10, I slide the entire model over.... and then I play the anim.
1-5, model slides over fine. 6-10, flying pelvis! is this a bug or something? All the other
body parts stay in their original place, or fly off into space; and only the root bone (pelvis) moves to the desired location. I ended up using normal forward animation...
qME 3.0 style, whatever you call it.
Editor used : qME3.0, 3D Studio Max R3.1, NPherno's .md3 Compiler/MD3 NGLV,
pop_n_fresh's Max to MD3 Exporter (Beta 6), WinZip 6.3
Known Bugs : OKAY OKAY I screwed up on the shoulder skin mapping! too late to notice. Oh well, too much
work to correct it now. (The tubes hanging off the shoulder aren't exactly mapped right.)
Build/Animation time : 2-3 weeks not including building the mesh in Summer '98.
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*Troubleshooting for other modelers*
1. player icon shows in map loading screen, but will not show up on player selection screen.
A: I think it's some winzip setting... do you have to zip it on the loweest compression? I didn't check.
Screwy. I solved this by just replacing files in the zip that Ronin sent me, and not making a zip
file from scratch. Someone tell me what the setting is? :þ
2. Wrath's tags and bounding box don't work with pop_n_fresh's Max to MD3 Exporter (Beta 6).
A: super deformed upper body and head! and also, up/down is left/right, left/right is up/down.
I think I read on the Polycount message board this is because those tags have flipped normals.
But I just imported the tags from the Doom model in pak0.pk3, and used those.
A: The floor height is just like in Quake 2, z = -24. so slide the box down.
A: I read this on the "Q3A Weapon Tutorial" link from Polycount.com, after you export with
pop_n_fresh's Max to MD3 Exporter, you have to open the models in NPherno's .md3 Compiler,
"Rebuild Normals" w/ "ignore UV splits" checked, then export it back out. (UV splits part I read
in some message on Polycount about someone's dino model. Sorry I forgot your names. :þ )
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*Help Help!*
Anybody have any high resolution pictures of any MS or ship from gundam F91? Preferably the back side of the MS's also. And preferably XM-02, XM-03, and XM-04. The ones without cheap, affordable plastic models (Jesus, $100
a piece B-Club models!). The other MS's are good too, because I need the pics for the skins. :)
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* How to use this model *
Extract md3-xm-05.pk3 into your baseq3 folder. And read my whining in this text file! MUA HAHAHAHAHAHA!
* Copyright / Permissions *QUAKE(R) and QUAKE III Arena(R) are registered trademarks of id Software, Inc.
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