New Teams for Team Arena (and other stories) |
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Table of Contents |
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Introduction This document presupposes that the person wanting to create a new team already knows the basics of creating, animating, and skinning new character models for Quake III Arena. There are numerous good tutorials on-line covering both the basics and the more in-depth skills needed to make models that work inside the game. Special Thanks Notices: QUAKE III ARENA and QUAKE III: Team Arena are trademarks of id Software, Inc. This document is copyright 2000, 2001 by id Software, Inc. Id Software grants permission to redistribute and or redisplay this document in electronic form only. It may not be included as a part of any permanent media without first obtaining permission from id Software, inc. Permission is granted to use the contents of the scripts embedded in this document as a base for creating additional teams for Team Arena. The Team Pak File Naming Conventions Including What id Didn't Make Teamname_readme.txt NOTE: The scripts used to create the various aspects of the new team are included throughout this document. Team creators have permission to copy the scripts in this document and paste them into new scripts for use in original teams. Details such as team name, character names, and bot names should be changed to fit the new team. Scripts These are the various scripts used to define the team and model characteristics. Teamname.team (in root directory) : A text file that defines the components of the team. This file corresponds to the original team.txt file in pak0.pk3. It is required for all new teams. See Appendix B for details. Teamname.bot (scripts\) : This file defines the resources used by the five bots that are used by the team in single player (model, head_model, and bot a.i.). It is required for all new teams. See Appendix A for details. Teamname.shader (scripts\) : Shader scripts for all shaders used to create the new_model and the five new_headmodels. This is required for the team icons to work properly in game. Other shader-modified textures may be included. See Appendix G for the sample version of this shader. Animation.cfg (models\players\newmodel\) : The animation configuration file. Team Arena models have a few a few more animation sequences than their Q3A counterparts, but the basics are the same. The contents of a sample Q3:TA animation.cfg are included at the end of this document. It's a script, but not one that's resident in the scripts file. This is only required if a new model is included in the pak. New_model.voice (scripts\) : This is the script that assigns individual voice wav files to specific message or status commands. See Appendix C for a sample script and discussion of its use. Voice files are optional and only required if an entirely new set of voice wav files is to be included in the pak. Sound files are large and can add significantly to the size of the pakfile. If creating a human-based team, consider using the 8 voices that came with Team Arena to save file space. New_headmodel_1.vc (scripts\) : This file selects which .voice file is linked to a head file. Each head model in the pak needs one of these. A separate version of this file is required for each new headmodel included with the team. The name of the file is the same as the name of the bot that uses the headmodel. A sample .vc file is included in Appendix E. User Interface Assets Teamname, of course, refers to the name of the new team. Teamname_name_alt.tga (ui\assets\) : This is a 256 x 128 pixel, 32 bit .tga file (with alpha channel) depicting the name of the team as a black and white (grayscale) art file. Teamname is the name of the new team, the rest of the filename is part of its format. The alpha channel should be the same as the image (not reversed). Teamname_name.tga (ui\assets\) : This is a 256 x 128 pixel, 32 bit .tga file (with alpha channel) depicting the name of the team with a glow around it. It is a black and white art file (grayscale). The alpha channel should be the same as the image (not reversed). Teamname.tga (ui\assets\) : This is a 128 x 128 pixel, 32 bit .tga file (with alpha channel) that depicts a black and white version of the team logo or symbol. The alpha channel should be the same as the image (not reversed). Teamname_metal.tga (ui\assets\) : This is a 128 x 128 pixel, 32 bit .tga file (with alpha channel). If the team creator wants to keep the same style as the original game, this version of the team's logo is rendered to look like brushed metal, perhaps with a bluish cast. But in reality, it can be anything, any color. The alpha channel should be the same as the alpha channel in the Teamlogo.tga art. Teamname.roq (ui\assets\) : The .roq movie displays in the center area of the player set up screen when the player selects one of the teams. Movie file sizes can be large, so the team creator may wish to take the overall size of the team pakfile into consideration before including a movie. Uncompressed, the team movies in Team Arena were over a megabyte each . and being compressed format files already; they don't get much smaller in the pakfile. The good news is that if no movie file is present, the game displays the teamname_metal.tga in the center area instead. It must be noted that team movie files will not be offered for viewing in the Cinematics menu option unless the teamname.roq file is also present in the video\ directory. In Game Team Logo Icons The team style game maps for Team Arena are usually set up to display the icons of the competing teams. The game uses a separate set of art files located in the team_icon directory off the root missionpack directory for the team icons displayed in game. For Team Arena, these art files were a single color, red or blue. But that need not be the case. If a game clan wanted to use a full color version of their clan symbol, it would work in game - though the team creator may want to consider tinting the art either bluish or reddish to better suit the color used in play (most team maps are likely to use the blue/red color theme as was done in the original game). Also, take into consideration that the art will be transparent, with background textures (floors, walls, colored banners) showing through behind it. Simple, graphic treatments of logos will probably work the best in all cases. Art files can be larger or smaller than those shown here. However, while having smaller files will save memory, image quality will suffer. If using larger art files, image quality may improve substantially but the memory usage will be substantial also. Whether increasing or reducing file size, remember to keep the file dimension proportional to the original. The Teamname.shader references this art. Make sure that the file names in the shader match those of the artwork. Teamname.tga (team_icon\): This is a 128 x 128 pixel art file, the exact same file as used in ui\assets\teamname.tga. It is a black and white 32 bit version of the team logo with the same art in the alpha channel. Teamname_blue.tga (team_icon\): For Team Arena, we created solid color logos, but that need not be the case. This 32 bit 128 x 128 pixel art file can be full color. The alpha channel should be the same as the teamname.tga file. If you choose to make it solid blue, consider using the same color value as the original TA logos. The RGB formula for that blue is: 0 148 255. Teamname_red.tga (team_icon\): Even though id chose to make our logo's single, solid colors, this 32 bit 128 x 128 pixel art file can be whatever color the team creator wishes. The alpha channel should be the same as the teamname.tga file. If you choose to make it solid red, consider using the same color value as the original TA logos. The RGB formula for that red is: 255 0 0. New Models and Skins for Teams Example: models\players\heads\Kreecha. New Team Arena Models based on Q3A models NOTE: When creating your models for export as .ASE files for use with the Q3data.exe, you must have a head on the model (e.g.; an h_head in the max file) for the converter to work. The converter looks for and expects to see an h_head for of the model. If the converter does not find the head during the conversion, the process will halt. After the conversion is complete just use the Upper and lower Md3 files for that character's directory. Place the head model in its own separate directory. Icons for new models New Team Skins The team skins (red and blue) for a Team Arena model reside in a directory within the model directory (which contains the model md3 pieces). Example: models\players\characters\BoB\Kreechurs\. The teamname directory (Kreechurs in this case) would contain the art files for the skin, and the .skin files that link art to model. In simple form, the skin assets required to be in the teamname file are as follows: TGA file names Skin File Names New Heads Example: models\players\heads\callisto\lily is a new skin for the Callisto head. Note that other assets, such as the .vc file for this head will also need to be nested in directories a layer deeper in their normal files. Example: scripts\callisto\lily.vc. New head models need to have all the assets specific to the model (md3 files, skin files and art files) in the directory named for the model head. No MD3 Models Required for New Skins on id Models Using the Work of Others Appendix A: The .Bot File A Team Arena team consists of five players. In the original game, the five players were drawn from a mix of 11 new player heads sitting atop two body models. New teams should also have five players each. However, five players on the new team should each have a unique head/skin combination. These can either be new models or new skins using the original Q3:TA models. The .bot file (whose file name is the same as the name of the new team, e.g.; Kreechurs.bot or Scumsukkers.bot) is a text script whose ".txt" file extension has been renamed to ".bot." This file corresponds to the bots.txt file used in the original Team Arena game. Appendix A shows a sample bot file. Name = the name of the bot as it appears on the Start Server Menu. Model = the body model used by this bot. A team can use more than one body model. However, adding multiple body models can and will add significantly to the size of the team pak file and to memory usage in game. Limiting the number of body models used by a team is a good design practice. No more than two models per team should be the limit. Headmodel = *modelname. The headmodel is what makes the bot unique. It has links to the voice files and is used when creating name aliases for the bots to use in the single player game. The asterisk is a necessary part of the file name here. The headmodel called Callisto/Lily is a new skin on the Callisto model mesh. The pathname is required for the model to work. Aifile = the bot ai used by the team member. The computer-controlled opponents in Team Arena used three individual ai files that define their general role in the game: defense (tad_c.c), offense (tao_c.c) and all-arounder (taa_c.c). New bots can use these same a.i. files or, if desired the team creator can make new ai files based on the Team Arena ai files. Filename: Teamname.bot //bot file begins here { name Kreecha model BoB headmodel *Kreecha aifile bots/taa_c.c } { name Callisto/Lily model BoB headmodel *Callisto/Lily aifile bots/tad_c.c } { name Infinite model BoB headmodel *Infinite aifile bots/tad_c.c } { name Prime model BoB headmodel *Prime aifile bots/tao_c.c } { name Vlad model BoB headmodel *Vlad aifile bots/tao_c.c } //bot file ends here Appendix B: The .TEAM File The team file is a text file that has had the file extension renamed from .txt to .team. Kreechurs is a test Team Arena team created to test the team and head model code for point release v1.28. It uses the hypothetical "BoB" model to create a new team. The team definition appears on a single line in the file: "Team name" "asset path/name" "bot 1" "bot 2" "bot 3" "bot 4" "bot 5" //Teams define the assets used by the team: team name, path to U.I. assets, player names Filename: Teamname.team // .team file begins here teams { { "Kreechurs" "ui/assets/kreechurs" "BoB" "Lily" "Vlad" "Infinite" "Prime"} } characters { { "Callisto/Lily" " BoB " } { "Kreecha" " BoB " } { "Infinite" " BoB " } { "Prime" " BoB " } { "Vlad" " BoB " } } // Aliases are the link between character name, headmodel, and bot A.I. aliases { { "Kreecha" "BoB" "a" } { "Lily" "Callisto/Lily" "d" } { "Vlad" "Vlad" "o" } { "Infinite" "Infinite" "d" } { "Prime" "Prime" "o" } } //.team file ends here Appendix C: The Voice List The voice file is a text file that has had the file extension renamed from .txt to .voice. Each unique set of voice recordings requires its own voice file. This file contains the code script that defines the voice and corresponding text messages used by the player models in game. Like the text chat messages that appeared in original Q3A, these messages are triggered by game conditions and statuses. The file directory name for the voice does not have to be the same as a head or body model, though giving it a unique name that identifies it with the team is always a good idea. The specific file names for each voice message ARE VERY IMPORTANT, as the voice script that corresponds to the file directory for the voice calls them. Example: If the new voice is called "monster", then the directory would be called "monster" and the voice file would be called monster.voice. If you create a new set of recorded voices for your team or for a new model, be certain to include at least one voice message for each category (defined by a name like "getflag" and follow by opening and closing brackets) on this list. It is not necessary to provide as many different messages as shown below. Example: Your character may not need more than one way to say "yes" or have as many kill insults. You can also rewrite the scripts. Your team need not say the same thing as the id teams said or use the same style of speaking. Just remember that the text portion of the message will display on screen, so having it match the audio is always a good thing. And remember that in game, shorter speeches are better and cheaper. The file path is as follows: sound\voices\newmodel\soundname.wav You may include additional voices but these are the ones currently the phrases accessed by the game. As with any script, these are lines of game code. Take care to maintain the proper syntax, otherwise, you are likely to either disable the file or even crash the game. To create new voice recordings use a sound editing program that can produce a .wav format file that conforms to the following: Mono 22k 16bit (This is taken from the male5 voice file. Substitute the name of your model for male5 in the file pathnames). Filename: Voicename.voice //voice file starts here getflag { sound/voices/male5/or_01.wav "Get the flag" sound/voices/male5/or_02.wav "Secure the flag" } offense { sound/voices/male5/or_03.wav "You're on offense" } defend { sound/voices/male5/or_04.wav "Stay Home" sound/voices/male5/or_05.wav "Guard the base" sound/voices/male5/or_07.wav "You're on defense" } defendflag { sound/voices/male5/or_06.wav "Guard our flag" } patrol { sound/voices/male5/or_08.wav "Patrol" sound/voices/male5/or_09.wav "Take point" sound/voices/male5/or_10.wav "Go on patrol" } followme { sound/voices/male5/or_11.wav "Follow me" sound/voices/male5/or_12.wav "Cover me" sound/voices/male5/or_13.wav "Watch my back" } yes { sound/voices/male5/re_01.wav "Yessir" sound/voices/male5/re_02.wav "Yes ma'am" sound/voices/male5/re_03.wav "Aye, aye, sir" sound/voices/male5/re_04.wav "Aye, aye, ma'am" sound/voices/male5/re_05.wav "Affirmative" sound/voices/male5/re_06.wav "Copy" sound/voices/male5/re_07.wav "Roger" } no { sound/voices/male5/re_08.wav "No sir" sound/voices/male5/re_09.wav "No ma'am" sound/voices/male5/re_10.wav "Negative" sound/voices/male5/re_11.wav "I'm busy" } ihaveflag { sound/voices/male5/gs_01.wav "I'm coming in hot!" sound/voices/male5/gs_02.wav "I've secured the flag!" sound/voices/male5/gs_03.wav "I've got the flag!" sound/voices/male5/gs_04.wav "Bringing home the bacon!" } baseattack { sound/voices/male5/gs_05.wav "We're taking enemy fire!" sound/voices/male5/gs_06.wav "Security breach!" sound/voices/male5/gs_07.wav "Our base is under attack." } enemyhasflag { sound/voices/male5/gs_08.wav "Our flag is gone!" sound/voices/male5/gs_09.wav "They've got our flag!" sound/voices/male5/gs_10.wav "Enemy has secured our flag!" } ongetflag { sound/voices/male5/ps_03.wav "Getting the flag..." } onoffense { sound/voices/male5/ps_01.wav "I'm taking offense" sound/voices/male5/ps_02.wav "I'm going in..." } ondefense { sound/voices/male5/ps_04.wav "I'll stay home" sound/voices/male5/ps_05.wav "Securing base" sound/voices/male5/ps_06.wav "Guarding the base now" } onpatrol { sound/voices/male5/ps_07.wav "On patrol..." sound/voices/male5/ps_08.wav "Patroling..." sound/voices/male5/ps_09.wav "I'll take point" } startleader { sound/voices/male5/ps_10.wav "I'm the leader" sound/voices/male5/ps_11.wav "I'm in charge" } stopleader { sound/voices/male5/ps_12.wav "I don't want to lead" sound/voices/male5/ps_13.wav "Someone else lead" sound/voices/male5/ps_14.wav "I resign" } kill_insult { sound/voices/male5/tt_06.wav "Next time don't get up" sound/voices/male5/tt_05.wav "You're just a waste of space" sound/voices/male2/tt_07.wav "Are you blind?" sound/voices/male5/tt_13.wav "Duck next time" sound/voices/male5/tt_19.wav "Suh-weeet!" sound/voices/male5/tt_20.wav "Woo-Hoo!" sound/voices/male5/tt_22.wav "You just got schooled!" // sound/voices/male5/tt_16.wav "You talkin' ta ME?" } taunt { sound/voices/male5/tt_18.wav "How about some competition here?" sound/voices/male5/tt_01.wav "FRAGbait!" sound/voices/male5/tt_11.wav "My momma shoots better!" sound/voices/male5/tt_14.wav "Try hitting that barn over there!" sound/voices/male5/tt_17.wav "Wanna BUY a shot?" // sound/voices/male5/tt_03.wav "Get a clue moron!" // sound/voices/male5/tt_09.wav "MORON!" // sound/voices/male5/tt_02.wav "You're such a Loser!" // sound/voices/male5/tt_08.wav "LOSER!" // sound/voices/male5/tt_10.wav "No-skill idiot!" // sound/voices/male5/tt_12.wav "Watched that all the way..." } death_insult { sound/voices/male5/tt_15.wav "Thank you sir.. may I have another!" sound/voices/male5/tt_23.wav "Bite me!" sound/voices/male5/tt_25.wav "Cheap shot!" sound/voices/male5/tt_26.wav "DOH" sound/voices/male5/tt_28.wav "Lucky shot!" sound/voices/male5/tt_29.wav "That's it!" sound/voices/male5/tt_30.wav "Ooh! That's it!" // sound/voices/male5/tt_35.wav "Hey, dumbass" // sound/voices/male5/tt_04.wav "What an ass!" // sound/voices/male5/tt_24.wav "Screw you!" } kill_gauntlet { sound/voices/male5/tt_21.wav "Eat gauntlet baby!" } praise { sound/voices/male5/tt_27.wav "Nice!" } camp // command someone to camp { sound/voices/male5/voc_01.wav "Camp this position." sound/voices/male5/voc_02.wav "Camp here." } returnflag // return our flag (CTF only) { sound/voices/male5/voc_03.wav "Get our flag!" sound/voices/male5/voc_04.wav "Return our flag!" sound/voices/male5/voc_05.wav "Recover our flag!" } whoisleader // who is the team leader { sound/voices/male5/voc_06.wav "Who's our leader?" sound/voices/male5/voc_07.wav "Who's in charge?" sound/voices/male5/voc_08.wav "Who leads this team?" } followflagcarrier // follow the flag/skull carrier (CTF, Oneflag, Harvester) { sound/voices/male5/voc_09.wav "Follow our carrier." sound/voices/male5/voc_10.wav "Stay with the carrier." sound/voices/male5/voc_11.wav "Protect the carrier." sound/voices/male5/voc_12.wav "Cover the carrier." } inposition // I'm in position { sound/voices/male5/voc_13.wav "I'm in place." sound/voices/male5/voc_14.wav "I'm at my post." sound/voices/male5/voc_15.wav "I am in position." sound/voices/male5/voc_15a.wav "I am in position" } wantondefense // I want to be on defense { sound/voices/male5/voc_16.wav "Let me defend." sound/voices/male5/voc_17.wav "I'd rather defend." } wantonoffense // I want to be on offense { sound/voices/male5/voc_18.wav "Let me go on offense." sound/voices/male5/voc_19.wav "I'd rather go on offense." } wantonpatrol // I want to go on patrol { sound/voices/male5/voc_20.wav "Let me patrol." sound/voices/male5/voc_21.wav "I'd rather patrol." } oncamp //I'm Camping (status) { sound/voices/male5/voc_22.wav "I'm camping here." } onfollow { sound/voices/male5/voc_23.wav "I'm following." sound/voices/male5/voc_24.wav "Following!" } onfollowcarrier { sound/voices/male5/voc_27.wav "Guarding the carrier." } onreturnflag { sound/voices/male5/voc_28.wav "Getting our flag." } harvest //harvester game type only { sound/voices/male5/voc_25.wav "Go collect skulls." sound/voices/male5/voc_26.wav "Harvest some skulls." } // voice file ends here TOP The following game sounds are associated with the team model. Each of the sounds listed below is a separate file. They need to be located in a directory having the same name as the body model and be nested within the sounds directory. Example: sounds/newmodel/Death1.wav. If new sound files are to be created, make sure that they conform to the following wav file format: Mono 22k 16bit. Death1.wav Appendix E: .VC File Sample The vc file is a text file script that has had the file extension renamed from .txt to .vc. The script is linked to a bot name. Bot names are defined in the .bot file included in the pak file. Each bot needs to have a .vc file. It's best, if at all possible, to have the model name (or model/skin combination) and the bot name be the same. The very brief contents are simply a path to a voice file. The selected voice file can be either one of the original Team Arena voices or an original voice included with the team. When creating the voice file for a re-skinned head model, be sure to include the head name in the path to the voice script. That script must also be nested a layer deeper in the directory, such as: scripts/callisto/lily.vc. The contents of a sample .vc file are shown below. //VC script begins here scripts/newcharacter.voice //VC script ends here Appendix F: Sample Team Arena Animation.Cfg File and New Animation Commands The animation.cfg file is a text file that has had the file extension renamed from .txt to .cfg. This file goes in the directory with the body model components (model\players \new_model\ -- or -- model\players\characters\new_model\). The specifics of using or modifying the contents of this file are a part of the model making process and are mostly outside the focus of this document. It is included in this document because the Team Arena animation configuration is different from the Quake 3 Arena Configuration. Furthermore it contains the "sex" key that determines the gender/sex of a character (as does the Q3A animation.cfg). This key/value pair determines which pronouns (masculine, feminine, or neuter) are used when the game generates messages about the player. Additionally, two new animation commands (for both Q3A and Q3:TA) are shown here. These were done at the request of modelers doing non-traditional biped models. When put in the animation.cfg file, they literally stop the model from responding to the programmatic animations for those body parts. If you freeze the legs, the hips don't tilt during running animation. If the model's legs were too much outside of bipedal norms (as is the case for quadrupeds), the front or back legs would disappear into the ground as the leg models programmatically tilted around the model's pelvis. If you freeze the torso, you don't get waist twists or bends. Depending on what you are making, you may want to use one, but not the other. Fixedlegs : put in the animation .cfg this command freezes programmatic rotation of the legs Fixedtorso : when put in the animation .cfg this command freezes programmatic rotation of the torso These commands are commented out in the sample below. // animation.config file begins here sex m // THIS VALUE (m, f, n) DETERMINES GENDER OF MODEL //fixedlegs // PREVENTS PROGRAMMATIC ROTATION OF LEGS //fixedtorso // PREVENTS PROGRAMMATIC ROTATION OF TORSO headoffset -3 0 0 footsteps boot // first frame, num frames, looping frames, frames per second 0 30 0 20 // BOTH_DEATH1 29 1 0 20 // BOTH_DEAD1 30 30 0 20 // BOTH_DEATH2 59 1 0 20 // BOTH_DEAD2 60 30 0 20 // BOTH_DEATH3 89 1 0 20 // BOTH_DEAD3 90 26 0 20 // TORSO_GESTURE 116 6 0 15 // TORSO_ATTACK (MUST NOT CHANGE -- hand animation is synced to this) 122 6 0 15 // TORSO_ATTACK2 (MUST NOT CHANGE -- hand animation is synced to this) 128 5 0 20 // TORSO_DROP (MUST NOT CHANGE -- hand animation is synced to this) 133 4 0 20 // TORSO_RAISE (MUST NOT CHANGE -- hand animation is synced to this) 137 1 0 15 // TORSO_STAND 138 1 0 15 // TORSO_STAND2 199 8 8 20 // LEGS_WALKCR 207 12 12 20 // LEGS_WALK 219 10 10 20 // LEGS_RUN 229 10 10 20 // LEGS_BACK 239 10 10 15 // LEGS_SWIM 249 7 0 15 // LEGS_JUMP 256 9 0 15 // LEGS_LAND 265 9 0 15 // LEGS_JUMPB 274 6 0 15 // LEGS_LANDB 280 15 15 15 // LEGS_IDLE 295 11 11 15 // LEGS_IDLECR 307 9 9 15 // LEGS_TURN 139 10 0 15 // TORSO_GETFLAG //TA Gesture 149 10 0 15 // TORSO_GUARDBASE //TA Gesture 159 10 0 15 // TORSO_PATROL //TA Gesture 169 10 0 15 // TORSO_FOLLOWME //TA Gesture 179 10 0 15 // TORSO_AFFIRMATIVE //TA Gesture 189 10 0 15 // TORSO_NEGATIVE //TA Gesture // animation.config file ends here Appendix G: Teamname.shader This is a text file script with the file extension renamed from .txt to ..shader. //Teamname.shader begins here team_icon/Kreechurs_red { cull none surfaceparm nolightmap surfaceparm trans surfaceparm nomarks { map team_icon/Kreechurs_red.tga blendFunc Add rgbgen wave triangle 0.2 0.5 0 0.2 } } team_icon/Kreechurs_blue { cull none surfaceparm nolightmap surfaceparm trans surfaceparm nomarks { map team_icon/Kreechurs_blue.tga blendFunc Add rgbgen wave triangle 0.2 0.5 0 0.2 } } //Teamname.shader ends here Appendix H: Search Order for Model and Head model Assets The means by which headmodels are used and selected was unified as much as possible between Q3A and Q3:TA code. The byproduct of this change allows players some more choices when selecting head models. The following documents the new procedures. Searching for Head skins More Variety of Head Skins =================================== Q3A/TA NON-TEAMPLAY SEARCH ORDER =================================== ------------------------------------------------- headmodel = *callisto/lily models/players/heads/callisto/lily/head_default.skin models/players/heads/callisto/head_lily.skin ------------------------------------------------- headmodel = callisto/lily models/players/callisto/lily/head_default.skin models/players/callisto/head_lily.skin models/players/heads/callisto/lily/head_default.skin models/players/heads/callisto/head_lily.skin ============================ Q3A TEAMPLAY SEARCH ORDER ============================ ------------------------------------------------- Example: team_headmodel = *callisto/lily team = red models/players/heads/callisto/lily/head_red.skin models/players/heads/callisto/head_red.skin ------------------------------------------------- Example: team_headmodel = callisto/lily team = red models/players/callisto/lily/head_red.skin models/players/callisto/head_red.skin models/players/heads/callisto/lily/head_red.skin models/players/heads/callisto/head_red.skin =========================== TA TEAMPLAY SEARCH ORDER =========================== Example: team_headmodel = *callisto/lily team = red teamName = Stroggs models/players/heads/callisto/lily/Stroggs/head_red.skin models/players/heads/callisto/Stroggs/head_red.skin models/players/heads/callisto/lily/head_red.skin models/players/heads/callisto/head_red.skin Example: team_headmodel = callisto/lily team = red teamName = Stroggs models/players/callisto/lily/Stroggs/head_red.skin models/players/callisto/Stroggs/head_red.skin models/players/callisto/lily/head_red.skin models/players/callisto/head_red.skin models/players/heads/callisto/lily/Stroggs/head_red.skin models/players/heads/callisto/Stroggs/head_red.skin models/players/heads/callisto/lily/head_red.skin models/players/heads/callisto/head_red.skin Searching for Model Skins =================================== Q3A/TA NON-TEAMPLAY SEARCH ORDER =================================== ------------------------------------------------- Example: model = hunter/harpy legs: models/players/hunter/lower_harpy_default.skin models/players/hunter/lower_harpy.skin models/players/characters/james/lower_harpy_default.skin models/players/characters/james/lower_harpy.skin torso: models/players/hunter/upper_harpy_default.skin models/players/hunter/upper_harpy.skin models/players/characters/hunter/upper_harpy_default.skin models/players/characters/hunter/upper_harpy.skin ============================ Q3A TEAMPLAY SEARCH ORDER ============================ ------------------------------------------------- Example: team_model = hunter/harpy team = red legs: models/players/hunter/lower_harpy_red.skin models/players/hunter/lower_red.skin models/players/characters/hunter/lower_harpy_red.skin models/players/characters/hunter/lower_red.skin torso: models/players/hunter/upper_harpy_red.skin models/players/hunter/upper_red.skin models/players/characters/hunter/upper_harpy_red.skin models/players/characters/hunter/upper_red.skin =========================== TA TEAMPLAY SEARCH ORDER =========================== ------------------------------------------------- Example: team_model = james/badass team = red teamName = Stroggs legs: models/players/james/Stroggs/lower_badass_red.skin models/players/james/Stroggs/lower_red.skin models/players/james/lower_badass_red.skin models/players/james/lower_red.skin models/players/characters/james/Stroggs/lower_badass_red.skin models/players/characters/james/Stroggs/lower_red.skin models/players/characters/james/lower_badass_red.skin models/players/characters/james/lower_red.skin torso: models/players/james/Stroggs/upper_badass_red.skin models/players/james/Stroggs/upper_red.skin models/players/james/upper_badass_red.skin models/players/james/upper_red.skin models/players/characters/james/Stroggs/upper_badass_red.skin models/players/characters/james/Stroggs/upper_red.skin models/players/characters/james/upper_badass_red.skin models/players/characters/james/upper_red.skin Appendix I: Expanded Team Skin Functionality for Q3A Technically speaking, the following information has nothing to do with Team Arena teams, but this document is just as good a place for this information to reside as any. At the request of several modelers who worked with the modeling and skin making forums and archives at Polycount, we changed the way that Quake III Arena (not just Team Arena) handles skin replacement in team games. Originally, if a skinner made a new skin for a Q3A model AND made team color versions of that skin, the game would not automatically use the team version. Instead, it would display the id default red or blue skin. To see a new team skin in the game, the skinner literally had to remove the default skins and replace them with the new versions. With version 1.28 of the game code, we've been able to get that changed. The file format that we used is the one requested by the skinners themselves. However, because of the way searches for head skins now work, pre-existing Q3A files are not going to work correctly. They need to have one, renamed skin file added for the proper head skins to appear in the game. When a properly set-up user-created skin for a model is accompanied by matching team color skins, the game will now use them instead of the default team skin for that model. The example below shows the assets that must be in the pakfile for the Blue version of a skin named Hellion that uses the id-created Crash model. Hellion_blue.tga models\players\crash\ Hellion_blue_f.tga models\players\crash\ Hellion_blue_t.tga models\players\crash\ Head_Hellion_blue.skin models\players\crash\ Icon_Hellion_blue.tga models\players\crash\ Lower_Hellion_blue.skin models\players\crash\ Upper_Hellion_blue.skin models\players\crash\ Head_blue.skin models\players\crash\Hellion\ The last file is the key to making it work . a skin file with the same contents as Head_Hellion_blue.skin, only renamed Head_blue.skin and placed one layer deeper in the Hellion directory. Note that BOTH head_hellion_blue.skin in the crash directory and head_blue.skin in the crash/Hellion directory are necessary for the model to work properly. To see a working example of a properly set up Q3A skin, look for Hades Orphan, the revised version (h20.pk3), by Camilla "milla" Bennett for the Crash model. Appendix J: Contents of the tm_kreechurs.pk3 The following list is taken directly from the contents of the pak file contain the BoB model and the Kreechurs team information. Use this as a reference when creating your own team pak files. tm_kreechurs.pk3 Name Modified Size Ratio Packed Path kreechurs.team 5/9/2001 12:01 PM 1,968 61% 770 kreechurs_readme.txt 5/9/2001 3,162 59% 1,286 animation.cfg 5/161/2001 4:32 PM 1,173 59% 478 models\players\characters\BoB\ default_flame1.jpg 513/2000 7:19 PM 5,972 10% 5,385 models\players\characters\BoB\ default_flame2.jpg 51312000 7:19 PM 5,984 10% 5,359 models\players\characters\BoB\ default_flame3.jpg 5/3/2000 7:20 PM 5,623 11% 5,014 models\players\characters\BoB\ default_flame4.jpg 51312000 7:20 PM 5,284 12% 4,658 models\players\characters\BoB\ default_flame5.jpg 513/2000 7:21 PM 5,231 10% 4,691 models\players\characters\BoB\ default_flame6.jpg 5/3/2000 7:21 PM 5,318 11% 4,735 models\players\characters\BoB\ qefault_flame7.jpg 5/3/2000 7:21 PM 5,807 11% 5,197 models\players\characters\BoB\ default_flame8.jpg 5/3/2000 7:22 PM 6,114 10% 5,510 models\players\characters\BoB\ default_flameball.jpg 5/3/2000 7:22 PM 3,010 26% 2,216 models\players\characters\BoB\ defaultjets.tga 611412000 2:55 AM 49,196 37% 31,075 models\players\characters\BoB\ icon_blue.tga 6/13/2000 8:15 PM 16,402 58% 6,845 models\players\characters\BoB\ icon_red.tga 6/13/2000 8:15 PM 16,402 61% 6,327 models\players\characters\BoB\ lower.md3 3/3/2001 12:11 PM 593,972 33% 398,956 models\players\characters\BoB\ lower_1.md3 3/3/2001 12:11 PM 593,972 33% 398,956 models\players\characters\BoB\ lower_2.md3 3/3/2001 12.11 PM 593,972 33% 398,956 models\players\characters\BoB\ upper.md3 3/3/2001 12:11 PM 721,388 33% 483,599 models\players\characters\BoB\ upper_1.md3 3/3/2001 12:11 PM 721,388 33% 483,599 models\players\characters\BoB\ upper_2.md3 3/3/2001 12:11 PM 721,388 33% 483,599 models\players\characters\BoB\ icon_default.tga 6/13/2000 8:15 PM 16,402 61% 6,328 models\players\ characters\BoB\ blue.tga 10/23/2000 7: 17 PM 196,626 41% 115,756 models\players\characters\BoB\kreechurs\ lower_blue.skin 4/6/2001 11 :20 AM 203 52% 98 models\players\characters\BoB\kreechurs\ lower_default.skin 4/6/200 111:25AM 204 50% 102 models\players\characters\BoB\kreechurs\ lower_red.skin 4/6/2001 11:20AM 204 50% 102 models\players\characters\BoB\kreechurs\ red.tga 10/23/2000 7:17 PM 196,626 43% 111,607 models\players\characters\BoB\kreechurs\ upper_blue.skin 41612001 11:20AM 281 58% 118 models\players\characters\BoB\kreechurs\ upper_default.skin 416/2001 11:25AM 282 58% 119 models\players\characters\BoB\kreechurs\ upper_red.skin 4/6/2001 11 :20 AM 282 58% 119 models\players\characters\BoB\kreechurs\ blue_h.tga 6/14/2000 10:26 AM 196,652 56% 86,873 models\players\heads\Kreecha\ default_fc.tga 5/29/2000 10:07 AM 3,090 90% 323 models\players\heads\Kreecha\ default_visor.tga 10/23/2000 7:57 PM 196,626 96% 7,656 models\players\heads\Kreecha\ Kreecha.md3 3/3/2001 12:12 PM 5,868 46% 3,171 models\players\heads\Kreecha\ Kreecha_1.md3 3/3/2001 12:12 PM 5,868 46% 3,171 models\players\heads\Kreecha\ Kreecha_2.md3 3/3/2001 12:12 PM 5,868 46% 3,171 models\players\heads\Kreecha\ head_blue.skin 3/12/2001 4:58 PM 56 7% 52 models\players\heads\Kreecha\ head_default.skin 3/1212001 4:57 PM 53 8% 49 models\players\heads\Kreecha\ head_red.skin 3/12/2001 4:58 PM 55 7% 51 models\players\heads\Kreecha\ icon_blue.tga 6/13/2000 8:15 PM 16,402 58% 6,846 models\players\heads\Kreecha\ icon_default.tga 6/13/2000 8:15 PM 16,402 61% 6,328 models\players\heads\Kreecha\ icon_red.tga 6/1312000 8.15 PM 16,402 61% 6,328 models\players\heads\Kreecha\ red_h.tga 3112/2001 6:06 PM 196,626 66% 66,666 models\players\heads\Kreecha\ BoB.shader 3/12/2001 5:49 PM 2,912 89% 308 scripts\ kreechurs.bot 5/9/2001 11 :43 AM 405 70% 123 scripts\ kreechurs.shader 4/6/2001 3:05 PM 500 67% 163 scripts\ Kreecha.vc 5/2/2001 5:53 PM 21 0% 21 scripts\ Infinite.vc 4/9/2001 11: 18 AM 24 0% 24 scripts\ Prime.vc 4/9/2001 11: 18 AM 24 0% 24 scripts\ Vader.vc 4/9/2001 11: 18 AM 24 0% 24 scripts\ death1.wav 2/23/2000 9:20 AM 16,720 47% 8,900 sound\player\BoB\ death2.wav 5/7/2000 5:46 PM 18,496 17% 15,356 sound\player\BoB\ death3.wav 5/7/2000 5:46 PM 18,496 17% 15,356 sound\player\BoB\ fall1.wav 5/9/2000 6:40 AM 13,944 62% 5,327 sound\player\BoB\ falling1.wav 5/7/2000 5:22 PM 40,722 26% 30,585 sound\player\BoB\ gasp.wav 5/7/2000 5:15 PM 55,230 4% 53,293 sound\player\BoB\ jump1.wav 5/7/20009:26 PM 47,778 8% 44,070 sound\player\BoB\ pain100_1.wav 5/7/20005:33PM 6,894 29% 4,880 sound\player\BoB\ pain25_1.wav 5/7/20005:34 PM 9,832 26% 7,248 sound\player\BoB\ pain50_1.wav 5/7/20005:33 PM 6,444 22% 5,007 sound\player\BoB\ pain75_1.wav 5/7/20005:33 PM 9,512 26% 6,997 sound\player\BoB\ taunt.wav 3/3/2001 12:17 PM 163,874 11% 146,434 sound\player\BoB\ gs_01.wav 10/20/20005:05 PM 51,304 10% 46,296 sound\voices\BoB\ gs_02.wav 10/20/20005:05 PM 69,704 10% 62,811 sound\voices\BoB\ gs_03.wav 10/20/20005:05 PM 53,394 8% 49,195 sound\voices\BoB\ gs_04.wav 10/20/20005:05 PM 48,802 3% 47,157 sound\voices\BoB\ gs_05.wav 10/20/20005:05 PM 62,170 4% 59,614 sound\voices\BoB\ gs_06.wav 10/20/2000 5:05 PM 53,622 5% 51,075 sound\voices\BoB\ gs_07 .wav 10/20/2000 5:05 PM 67,756 10% 60,889 sound\voices\BoB\ gs_08.wav 10/20/2000 5:05 PM 61,458 4% 59,265 sound\voices\BoB\ gs_09.wav 10/20/2000 5:05 PM 60,042 6% 56,640 sound\voices\BoB\ gs_10.wav 10/20/2000 5:05 PM 82,526 4% 79,337 sound\voices\BoB\ or_01.wav 10/20/2000 5.05 PM 46,892 8% 42,990 sound\voices\BoB\ or_02.wav 10/20/2000 5:05 PM 63,152 10% 56,946 sound\voices\BoB\ or_03.wav 10/20/2000 5:05 PM 54,714 6% 51,246 sound\voices\BoB\ or_04.wav 10/20/2000 5:05 PM 43,640 4% 41,815 sound\voices\BoB\ or_05.wav 10/20/2000 5:05 PM 56,694 6% 53,172 sound\voices\BoB\ or_06.wav 10/20/2000 5:05 PM 44,248 6% 41,468 sound\voices\BoB\ or_07.wav 10/20/2000 5:05 PM 57,616 4% 55,043 sound\voices\BoB\ or_08.wav 10/20/2000 5:05 PM 22,626 5% 21,538 sound\voices\BoB\ or_09.wav 10/20/2000 5:05 PM 36,260 30% 25,528 sound\voices\BoB\ or_10.wav 10/20/2000 5:05 PM 43,396 7% 40,432 sound\voices\BoB\ or_11.wav 10/20/2000 5:05 PM 37,070 4% 35,592 sound\voices\BoB\ or_12.wav 10/20/2000 5:05 PM 25,714 4% 24,796 sound\voices\BoB\ ps_01.wav 10/20/2000 5:05 PM 58,040 4% 55,538 sound\voices\BoB\ ps_02.wav 10/20/2000 5:05 PM 40,686 4% 39,161 sound\voices\BoB\ ps_03.wav 10/20/2000 5:05 PM 44,870 5% 42,695 sound\voices\BoB\ ps_04.wav 10/20/2000 5:05 PM 50,550 4% 48,465 sound\voices\BoB\ ps_05.wav 10/20/2000 5:05 PM 64,256 9% 58,718 sound\voices\BoB\ ps_06.wav 10/20/2000 5:05 PM 60,770 4% 58,385 sound\voices\BoB\ ps_07.wav 10/20/2000 5:05 PM 41,604 3% 40,372 sound\voices\BoB\ ps_08.wav 10/20/2000 5:05 PM 33,102 4% 31,860 sound\voices\BoB\ ps_09.wav 10/20/2000 5:05 PM 43,578 14% 37,279 sound\voices\BoB\ ps_1 0.wav 10/20/2000 5:05 PM 48,126 3% 46,467 sound\voices\BoB\ ps_11.wav 10/20/2000 5:05 PM 52,114 7% 48,442 sound\voices\BoB\ ps_12.wav 10/20/2000 5:05 PM 46,054 3% 44,632 sound\voices\BoB\ ps_13.wav 10/20/2000 5:05 PM 52,026 4% 49,921 sound\voices\BoB\ ps_14.wav 10/20/2000 5:05 PM 38,428 3% 37,165 sound\voices\BoB\ re_01.wav 10/20/2000 5:05 PM 42,970 5% 40,707 sound\voices\BoB\ re_02.wav 10/20/2000 5:05 PM 42,010 16% 35,118 sound\voices\BoB\ re_03.wav 10/20/2000 5:05 PM 44,994 4% 43,387 sound\voices\BoB\ re_04.wav 10/20/2000 5:05 PM 26,620 3% 25,824 sound\voices\BoB\ re_05.wav 10/20/2000 5:05 PM 31,732 4% 30,549 sound\voices\BoB\ re_06.wav 10/20/2000 5:05 PM 20,342 5% 19,287 sound\voices\BoB\ re_07.wav 10/20/2000 5:05 PM 23,544 4% 22,526 sound\voices\BoB\ re_08.wav 10/20/2000 5:05 PM 38,070 3% 36,822 sound\voices\BoB\ re_09.wav 10/20/2000 5:05 PM 33,436 4% 32,041 sound\voices\BoB\ re_10.wav 10/20/2000 5:05 PM 29,016 7% 26,898 sound\voices\BoB\ re_11.wav 10/20/2000 5:05 PM 31,998 3% 30,885 sound\voices\BoB\ tt_01.wav 10/20/2000 5:05 PM 56,240 7% 52,038 sound\voices\BoB\ tt_02.wav 10/20/2000 5:05 PM 57,144 5% 54,206 sound\voices\BoB\ tt_03.wav 10/20/2000 5:05 PM 68,484 9% 62,426 sound\voices\BoB\ tt_04.wav 10/20/2000 5:05 PM 55,838 5% 52,785 sound\voices\BoB\ tt_05.wav 10/20/2000 5:05 PM 75,106 6% 70,367 sound\voices\BoB\ tt_06.wav 10/20/2000 5:05 PM 81,630 10% 73,342 sound\voices\BoB\ tt_07.wav 10/20/2000 5:05 PM 60,354 5% 57,333 sound\voices\BoB\ tt_08.wav 10/20/2000 5:05 PM 56,642 5% 53,981 sound\voices\BoB\ tt_09.wav 10/20/2000 5:05 PM 49,216 3% 47,675 sound\voices\BoB\ tt_10.wav 10/20/2000 5:05 PM 60,656 5% 57,563 sound\voices\BoB\ tt_11.wav 10/20/2000 5:05 PM 75,106 5% 71,690 sound\voices\BoB\ tt_12.wav 10/20/2000 5:05 PM 90,760 6% 84,879 sound\voices\BoB\ tt_13.wav 10/20/2000 5:05 PM 52,628 8% 48,347 sound\voices\BoB\ tt_14.wav 10/20/2000 5:05 PM 72,848 4% 70,004 sound\voices\BoB\ tt_15.wav 10/20/2000 5:05 PM 109 184 12% 96,020 sound\voices\BoB\ tt_16.wav 10/20/2000 5:05 PM 48,812 3% 47,245 sound\voices\BoB\ tt_17.wav 10/20/2000 5:05 PM 64,506 10% 57,951 sound\voices\BoB\ tt_18.wav 10/20/2000 5:05 PM 85,018 6% 79,532 sound\voices\BoB\ tt_19.wav 10/20/2000 5:05 PM 72,978 17% 60,260 sound\voices\BoB\ tt_20.wav 10/20/2000 5:05 PM 73,328 6% 68,967 sound\voices\BoB\ tt_21.wav 10/20/2000 5:05 PM 79,434 7% 74, 101 sound\voices\BoB\ tt_22.wav 10/20/2000 5:05 PM 74,636 4% 71,397 sound\voices\BoB\ tt_23.wav 10/20/2000 5:05 PM 37,034 18% 30,448 sound\voices\BoB\ tt_24.wav 10/20/2000 5:05 PM 43,316 5% 41,087 sound\voices\BoB\ tt_25.wav 10/20/2000 5:05 PM 48,376 13% 42,005 sound\voices\BoB\ tt_26.wav 10/20/2000 5:05 PM 35,464 8% 32,716 sound\voices\BoB\ tt_27.wav 10/20/2000 5:05 PM 38,430 6% 35,995 sound\voices\BoB\ tt_28.wav 10/20/2000 5:05 PM 40,698 13% 35,580 sound\voices\BoB\ tt_29.wav 10/20/2000 5:05 PM 36,074 17% 29,767 sound\voices\BoB\ tt_30.wav 10/20/2000 5:05 PM 83,012 5% 79,167 sound\voices\BoB\ tt_31.wav 10/20/2000 5:05PM 55,530 14% 47,706 sound\voices\BoB\ tt_32.wav 10/20/2000 5:05 PM 52,040 15% 44,369 sound\vojces\BoB\ tt_33.wav 10/20/2000 5:05 PM 96,360 10% 86,316 sound\voices\BoB\ tt_34.wav 10/20/2000 5:05 PM 100,896 5% 96,263 sound\voices\BoB\ tt_35.wav 10/20/2000 5:05 PM 104,038 10% 93,172 sound\voices\BoB\ tt_36.wav 10/20/2000 5:05 PM 34,940 4% 33,701 sound\voices\BoB\ tt_37.wav 10/20/2000 5:05 PM 81,704 12% 71,904 sound\voices\BoB\ tt_38.wav 10/20/2000 5:05 PM 58,670 19% 47,593 sound\voices\BoB\ tt_39.wav 10/20/2000 5:05 PM 57,012 4% 54,683 sound\voices\BoB\ tt_40.wav 10/20/2000 5:05 PM 94,790 5% 90,171 sound\voices\BoB\ tt_41.wav 10/20/2000 5:05 PM 89,030 7% 82,981 sound\voices\BoB\ tt_42.wav 10/20/2000 5:05 PM 76,556 14% 65,952 sound\voices\BoB\ tt_43.wav 10/20/2000 5:05 PM 67,744 10% 60,694 sound\voices\BoB\ tt_44.wav 10/20/2000 5:05 PM 44,188 20% 35,183 sound\voices\BoB\ voc_01.wav 10/20/2000 5:05 PM 51,640 12% 45,423 sound\voices\BoB\ voc_02.wav 10/20/2000 5:05 PM 37,916 12% 33,258 sound\voices\BoB\ voc_03.wav 10/20/2000 5:05 PM 40,364 9% 36,548 sound\voices\BoB\ voc_04.wav 10/20/2000 5:05 PM 60,412 4% 57,815 sound\voices\BoB\ voc_05.wav 10/20/2000 5:05 PM 56,172 6% 52,986 sound\voices\BoB\ voc_06.wav 10/20/2000 5:05 PM 41,284 3% 39,918 sound\voices\BoB\ voc_07.wav 10/20/2000 5:05 PM 49,442 9% 45,003 sound\voices\BoB\ voc_08.wav 10/20/2000 5:05 PM 61,656 5% 58,449 sound\voices\BoB\ voc_09.wav 10/20/2000 5:05 PM 44,306 7% 41,295 sound\voices\BoB\ voc_10.wav 10/20/2000 5:05 PM 58,298 9% 52,997 sound\voices\BoB\ voc_11.wav 10/20/2000 5:05 PM 55,050 18% 45,254 sound\voices\BoB\ voc_12.wav 10/20/2000 5:05 PM 40,614 9% 37,135 sound\voices\BoB\ voc_13.wav 10/20/2000 5:05 PM 43,068 4% 41,307 sound\voices\BoB\ voc_14.wav 10/20/2000 5:05 PM 45,512 9% 41,619 sound\voices\BoB\ voc_15.wav 10/20/2000 5:05 PM 47,532 3% 45,886 sound\voices\BoB\ voc_16.wav 10/20/2000 5:05 PM 40,756 3% 39,412 sound\voices\BoB\ yoc_17.wav 10/20/2000 5:05 PM 52,070 7% 48,546 sound\voices\BoB\ voc_18.wav 10/20/2000 5:05 PM 55,394 6% 51,854 sound\voices\BoB\ voc_19.wav 10/20/2000 5:05 PM 74,718 8% 68,688 sound\voices\BoB\ voc_20.wav 10/20/2000 5:05 PM 47,504 10% 42,821 sound\voices\BoB\ voc_21.wav 10/20/2000 5:05 PM 52,034 7% 48,188 sound\voices\BoB\ voc_22.wav 10/20/2000 5:05 PM 36,558 10% 32,925 sound\voices\BoB\ voc_23.wav 10/20/2000 5:05 PM 35,880 4% 34,606 sound\voices\BoB\ voc_24.wav 10/20/2000 5:05 PM 28,234 4% 27,227 sound\voices\BoB\ voc_25.wav 10/20/2000 5:05 PM 50,004 14% 42,898 sound\voices\BoB\ voc_26.wav 10/20/2000 5:05 PM 62,516 10% 56,117 sound\voices\BoB\ voc_27.wav 10/23/2000 3:01 PM 49,444 5% 46,934 sound\voices\BoB\ voc_28.wav 10/23/2000 3:05 PM 54,600 6% 51,556 sound\voices\BoB\ Kreechurs.tga 4/6/2001 1 :08 PM 65,580 99% 873 team_icon\ Kreechurs_blue.tga 4/6/2001 1 :09 PM 65,580 98% 1,030 team_icon\ Kreechurs_red.tga 4/6/2001 1 :09 PM 65,580 98% 1,016 team_icon\ Kreechurs.roq 5/09/2001 5:45 PM 1,078,120 9% 976,146 ui\assets\ Kreechurs.tga 3/2/2001 11 :57 AM 65,580 99% 873 ui\assets\ Kreechurs_metal.tga 3/2/2001 10:58 AM 65,580 74% 16,883 ui\assets\ Kreechurs_name.tga 3/2/200111:16AM 131,116 91% 11,640 ui\assets\ Kreechurs_name_alt.tga 3/2/200111:05AM 131,116 97% 3,870 ui\assets\ 188 file(s) 12,590,550 25% 9,496,872 The following list is the minimum number of files needed to make a new team and assumes that the team creator is using both the Janet and James models (the models shipped with Quake III: Team Arena) and the pre-existing heads that work with those models. Note that no sound or voice files are necessary. No head files are necessary. When adding new heads, refer to the Kreecha head in Appendix J. When reskinning previously created heads, refer to the Callisto/Lily head in Appendix J. Use this list as a reference when creating your own team pak files. tm_kreechurs.pk3 Name Modified Size Ratio Packed Path kreechurs.team 5/9/2001 12:01 PM 1,968 61% 770 kreechurs_readme.txt 5/9/2001 3,162 59% 1,286 blue.tga 10/23/2000 7: 17 PM 196,626 41% 115,756 models\players\James\kreechurs\ lower_blue.skin 4/6/2001 11 :20 AM 203 52% 98 models\players\James\kreechurs\ lower_default.skin 4/6/200 111:25AM 204 50% 102 models\players\James\kreechurs\ lower_red.skin 4/6/2001 11:20AM 204 50% 102 models\players\James\kreechurs\ red.tga 10/23/2000 7:17 PM 196,626 43% 111,607 models\players\James\kreechurs\ upper_blue.skin 41612001 11:20AM 281 58% 118 models\players\James\kreechurs\ upper_default.skin 416/2001 11:25AM 282 58% 119 models\players\James\kreechurs\ upper_red.skin 4/6/2001 11 :20 AM 282 58% 119 models\players\James\kreechurs\ blue.tga 10/23/2000 7: 17 PM 196,626 41% 115,756 models\players\Janet\kreechurs\ lower_blue.skin 4/6/2001 11 :20 AM 203 52% 98 models\players\Janet\kreechurs\ lower_default.skin 4/6/200 111:25AM 204 50% 102 models\players\Janet\kreechurs\ lower_red.skin 4/6/2001 11:20AM 204 50% 102 models\players\Janet\kreechurs\ red.tga 10/23/2000 7:17 PM 196,626 43% 111,607 models\players\Janet\kreechurs\ upper_blue.skin 41612001 11:20AM 281 58% 118 models\players\Janet\kreechurs\ upper_default.skin 416/2001 11:25AM 282 58% 119 models\players\Janet\kreechurs\ upper_red.skin 4/6/2001 11 :20 AM 282 58% 119 models\players\Janet\kreechurs\ kreechurs.bot 5/9/2001 11 :43 AM 405 70% 123 scripts\ kreechurs.shader 4/6/2001 3:05 PM 500 67% 163 scripts\ kreechurs.tga 4/6/2001 1 :08 PM 65,580 99% 873 team_icon\ kreechurs_blue.tga 4/6/2001 1 :09 PM 65,580 98% 1,030 team_icon\ kreechurs_red.tga 4/6/2001 1 :09 PM 65,580 98% 1,016 team_icon\ kreechurs.tga 3/2/2001 11 :57 AM 65,580 99% 873 ui\assets\ kreechurs_metal.tga 3/2/2001 10:58 AM 65,580 74% 16,883 ui\assets\ kreechurs_name.tga 3/2/200111:16AM 131,116 91% 11,640 ui\assets\ kreechurs_name_alt.tga 3/2/200111:05AM 131,116 97% 3,870 ui\assets\ 27 file(s) 1,354,162 271,112 Appendix L: Contents of the TAhead_lily.pk3 The following list is taken directly from the contents of the pak file that contains the Lily head model that is a part of the Kreechurs team. Lily is based on the Callisto head model from the original TA game (blinking female head with red or blue hair cut in a pageboy style). Use this as a reference when creating your own pak files for new character heads. TAhead_lily.pk3 Name Modified Size Ratio Packed Path Lily.vc 5/112001 6:56 PM 23 0% 23 scripts\Callisto\ red_Iily.shader 4/9/20011:18 PM 557 79% 117 scripts\ lily .shader 4/9/2001 1: 19 PM 528 78% 114 scripts\ blue_lily.shader 5/1/20015:50 PM 566 79% 119 scripts\ Lily_redface2.tga 4/3/200111:41 PM 16,428 32% 11,092 models\players\heads\Callisto\Lily\ Lily_redface.tga 4/3/2001 11 :40 PM 16,428 33% 11,062 models\players\heads\Callisto\Lily\ Lily_red.tga 4/2/2001 2:14 PM 65,580 79% 13,873 models\players\heads\Callisto\Lily\ Lily_blueface2.tga 4/3/2001 11 :42 PM 16,428 32% 11, 182 models\players\heads\Callisto\Lily\ Lily_blueface.tga 4/3/200111:41 PM 16,428 32% 11,174 models\players\heads\Callisto\Lily\ LJily_blu.tga 4/10/2001 12:55 AM 65,580 33% 43,929 models\players\heads\Callisto\Lily\ icon_red.tga 3/27/20016:15 AM 12,306 30% 8,581 models\players\heads\Callisto\Lily\ icon_default.tga 3/27/20016:15 AM 12,306 30% 8,595 models\players\heads\Callisto\Lily\ icon_blue.tga 3/29/2001 10:20 PM 16,428 41% 9,707 models\players\heads\Callisto\Lily\ head_red.skin 4/17/20014:35 PM 125 44% 70 models\players\heads\Callisto\Lily\ head_default.skin 4/17/20014:35 PM 126 41% 74 models\players\heads\Callisto\Lily\ head_blue.skin 4/17/20014:33 PM 126 44% 71 models\players\heads\Callisto\Lily\ 16 file(s) 239,963 46% 129,783 |