Type: Halflife Multiplayer Pluggin Model Name: MajorK Release Date: February 16th 1998 Author: Ian Waugh E-Mail: gundam@btinternet.com or ian.waugh@virgin.net Homepage: No ( maybe later ) Files: MajorK.mdl, MajorK.bmp, MajorK.txt Instructions: Create a folder Half-life\valve\models\player\MajorK and just unzip all the file into there. This model can be freely distributed 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. If you want to do a skin for this model and are a good skinner ( i.e. better than me ) then email me, and I'll help you out with smd files and base skins. Description: Code Name : Major "K" Real Name : N/A Clearance : Orange 4a Black and Double Black opperations Trained for : Counter Survelance, Counter Counter Survelance, Counter Espionage, Counter Counter Espionage, Counter Terrorism, Counter Counter Terrorism, Removal, Extraction, Cleanup , Erasure and Wet opperations. Assigned to : 3 letter agency 24 This agency ( including name, function, revenue source and reporting stucture ) is classifed Orange 2, special exception code e4 ( Elected officals of any level are not cleared for this information to maintain public denignabilty ) Influences: The model is mainly influenced by Major Motoko Kunsangi a charcter in Masamune Shirows manga "Ghost in the Shell" There is also a bit of the Avengers in there ( guess which bit ), plus the Asassins from Half Life single player, Oh and Cerys Matthwes from Catatonia ( See the May 99 FHM, you will understand ). Model Info: Poly count : 656 tris Skins : 3, No team coloring Skeleton : Valves Animation : Valve animations Model Notes: Ok, its my first player model, plus my first time using Max in anger. Thats my excuse The model was originally going to be for Q2, but well, I 'm no good at animation, and so it sat unfinished in a lonely folder on my hardisk. But then Max and HL came along allowing me to build models with having to animate them, so it became a HL model. The model has its faults, it has been forced on to the Valve biped, and the vertices are not arranged in the best way to prevent deformation when it moves. The skin mapping isn't ideal either. The next model will be MUCH better. ;) ( I may try doing some anims as well, I have to learn ) Tools used: Mesh : Inspire 3D 1.0 ( So much nicer to use the 3ds Max ) Mapping and bonning : 3D Studio Max R2.5 and Character Studio 2.0 ( Arrgg! the Max interface is so infuriating ) Skins : Corel Photpaint 8.0 ( I'm the only person in the world that prefers this to Photoshop) Compiling : StudioMDL Viewing : Mdlviewer v2.1.0402 Half-Life Model Viewer v1.0 Other: I often can be found as "Gundam", late at night on Barry's world and other UK servers, playing Half Life, TFC, Action Quake2 or Tribes ( I'm the one being shot at a lot , you can't miss me ) Thanks: : Valve Software, For Half Life of course : Wavelength modeling tutorials, absolutely essential, couldn't of done with out ya. : Scarecrow for answering my question in the Cold Fusion Forum, and the great models. : 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.