<30th July 2001>
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Model Name            :	shiro_id
Installation Directory:	baseq3\md3-shiro_id.pk3
Model Author          :	Frag Cow
Skin Author           :	renders from max, manipulated in photoshop, by Frag Cow.

Email Address         :	fish_dsc@yahoo.co.uk

Webpage               : www.arch.su.edu.au/~coen_d    look under quake, incase of technical difficulties it has a site map. going to keep all my quake3 models and max source files their (but no sounds, not THAT much space)

Model description     :	shiro_id based on the cover of "Intron Depot" by Masamune Shiro, 1563 triangels.

Additional Credits to :	concept Masamune Shiro (gomenasai for mis-remebering name as matsumune shiro, DOH) 
				sound Caryn "Hellchick" Law hellchick@planetquake.com   http://www.planetquake.com/voxfeminae

Thanks to             : gundam@btinternet.com for tutorial at http://www.planetquake.com/polycount/resources/quake3/tutorials/MAX-to-q3data/md3q3data.shtml 

Authors notes         :	Second attempt at a shiro character, third atempt at animating, a bit seedy ^_^; but all good fun. about 1 day to model, 1 day to texture, and 1 day to animate.  sorry for slow machines but only one 256x256 texture, 228 frames of animation... 

creation history	    :
	artist move onto same floor as the programmer at work/ start playing quake3, player name "system error"
	find out how bad i am at quake, change name to "frag cow", notice you can make models for the game easily
	model krusty, nils and cow, tagged and put into game, they seem to work. detail by geometry rather than texture as i tend to use lowest texture detail on my 266 when i play.
	notice that they are all holding their weapons upside down, fixed on nils.
	recycle old model called lbee or martian, get shaders to work, finnaly see someone else ues my models, learn that tags should be positioned for the caracters default stance.
	made a model based on a masamune shiro cahracter (128) don't like texturing so just planar projection which looks fine in game but not so goo close up (and making it for in game, not close up)
	made lisa model, want to use a different animation than major.bip of steed's, attempt at realistic human (doh)
	renamed lisa to lisab (name space conflict?), try to make a bot, work out how to do sounds
	shiro128 missing head (to get hair to move head was part of the torso) add octapot, bot and call shiro128b
	make ellai for "bad girl" competition, (girlfriend likes this model)
	made ldeath for "bad girl" comptetiton, find /exec modelview and can finnaly see models in game
	get trashed in quake as all my key shortcuts got nuked by modelview
	spend some time with physique to try and get better way at vertex weighting, start using envelops...
	made "natasha" for home page, try animating, get a movement set in a day (don't like wasting to much time on any of this, tend to do something, learn, then make something new)
	made "scarab" for bad girl competition, finnaly get a good set of elbows/ knees polys.
	back to programing. (though curious about LOD...?)
	animated my krusty model on getting some sounds
	got board programing, make 3 more models, including shiro_id

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* Play Information *

Skins                 :	default
Bot support           :	yes
New Sounds            :	yes
CTF Skins             :	yes 
Polycount             : 1563 (plus 30 to patch holes)
Known Bugs            : Frag Cow made it. (don't have to email to let me know that ^_^;)

* Construction *
Tools(s) used         :	lightwave5.5, photoshop, 3DS Max 4 + Character Studio, Q3Data 

* How to use this model *
<INSTALLATION INFO>
Put md3-shiro_id.pk3 into your baseq3 folder,

* Copyright / Permissions *
please respect the interlectual copywrite of masamune shiro by not making money from the contents of this pk3. distribute as much as you want, hopefully intact.
