Type: Halflife Multiplayer Pluggin Model Name: MissWong Release Date: 3rd Jume 2001 Author: Ian Waugh E-Mail: gundam@btinternet.com or ian.waugh@virgin.net Homepage: Go G-net http://freespace.virgin.net/ian.waugh/index.htm Files: misswong.mdl, misswong.bmp, misswong.txt Instructions: Either create a folder Half-life\action\models\player\misswong and just unzip all the file into there (This might cuase problems for other players who don't have this model though ) OR choose and exiting model you whish to replace, back it up, then unzip the files into its directory and rename the misswong.mdl and misswong.txt to the same name as the model you are replaceing. This probably a better thing to do. This model can be freely distributed as long as this text file is included, unmodified. This model/skin was done specifically for ACTION HALFLIFE Haven O'Frags player model competion, DO NOT EVEN THINK ABOUT CONVERTING IT TO OTHER MODS, it is AHL only. 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 base skins. Please no crude skins Description: Miss Patrica Wong, an up and comming Hong Kong Category III Movie starlet She looks good with a DE, Beretta(s), Magnum or SMG Influences: Sshe is not based on anybody in particular, she is just a pretty (but fairly well built) chinese girl, done in a realistic, if idealised way, inspired by HK movies and Japanese Manga and my own perverted imagination. The costume is original I think (and it probably chafes) Model Info: Vertices :568 Polygons :1028 tris Skins :4 FaceBMP.bmp 256x256 LegBMP.bmp 256x256 ArmBMP.bmp 256x256 LeotardBMP.bmp 256x256 No Team Colours Skeleton : Valves Standard Biped Animation : Standard Action Halflife Model Notes: 4x256x skins = 1x512k skin, which although is a lot by original Halflife standard, actually is not much at all for modern graphics cards. Unreal Tournement uses 4x256s and both Counter Strike and TFC use 512's and quite a few people play those don't they? I used 4x256 instead of 1x512, because my graphics cards are slow old Voodoo II's and they don't support 512 size textures. There is a apparently a slight performance hit by using mutliple skins with different palettes, as the card has more work to do to convert all of them into 16 bit colour space for display though. Multiple photo's from different sources where used as a base, MUCH MUCH work was done by hand to make it all fit, blend and shade, its not a photo skin by any stretch of the immagination. The polycount of 1028 is high to, but again sticking to 600-800 for a HL character aint all that necesary any more, unless you want to run on a 233 with a voodoo I, the Haven'O'frags competion stated a max of 1200 anyway, so I'm way under. There are extra polies on the face around the eyebrows and bridge of the nose that look unnecessary though. These are there to make the gourand shading work, if they were not there the forhead would have dark streaks as the shader tries to smooth across the big polies of the forhead and the sharply angled eye sockets. The model is an single mesh, not segmented, and the sholders are brought in to make it more femmenine. It is NOT easy to build a Halflife model based on the Standard HL skeleton like this that still deforms nicely. I think I have managed to achive this fairly well, the model deforms quite well within certain limits. The std. skeleton still forces me to make the model stockier than I would have liked (Dam you Gordon Freeman, Dam you to hell). I've tested the model in game alot, replacing other models to make sure I see her and have had no performance problems even with 5 on the screen at once ( running in 800x600 on a pII 450 with voodoo II SLI and wicked3d drivers ). There are no custom anims, I though about doing some, (especialy for the shooting of the unique weapons as these distort a little cause the right arm is to far back) but without the orignal source anims or BIP files to modifiy it would of been to had to make original ones that still fit in. ( Plus I was running out of time and am lazy ) Tools used: Mesh : Inspire 3D 1.0 and Max3.1 Mapping and boning : 3D Studio Max R3.,1 and Character Studio 2.2 Skins : Corel Photopaint 8.0 ( photoshop, whats that all about then? ) Compiling : StudioMDL Viewing : Half-Life Model Viewer v1.1 Other: I sometimes can be found as "Seburo", late at night on Wireplay, Barry's world and other UK servers, playing Action Halflife. I'm a LPD and play rough, but use one of my models or skins and I might go easy on you ;) Thanks: The websites (polycount/Q2PMP, Cold Fusion) that have posted my models in the past. Everybody who emailed me previous work. Many thanks for the words of encouragment. Every one who has done a Player or a weapon model before, thanks for the inspiration and now I really appreciate the work you put in to bring them to life. The AHL team for doing such good work on Beta4. I'm an old school AQ2 player and AHL never really did anything for me, until beta4, now its back and better than every before. Oh and valve Software, For Half Life of course