Credits: -------- Id Software (for Quake; original graphics) Steve Polge (for Reaperbot) Rene Post (for QuakeMe, which I used in testing these skins) Jonas P. (for Grafixer, which helped me recolorize portions) Lucas Pope (artistic inspiration) These are 4 player skins in .BMP format, designed with Steve Polge's Reaperbot "skin spec" in mind. They are accompanied by four head gib skins. To use these skins, you will need a multi-skin player.mdl and h_player.mdl (the head gibs), plus something like QuakeMe to import these .BMPs over existing entries in those mdl files. Bear in mind that QuakeMe 2.2 (which I used) is for Windows95 and Windows NT only, and that you will need at least 16 megs ram in order to utilize a multiskin .MDL. See Reaperbot's skin specs for information on proper order. You may wish to fit the four skins into the "skill skin" slots, and/or choose one to use as the "all-bot team" skin. All of these skins are based on the original quake player model. However, the armor is a dark, metallic blue and has been shortened to expose a muscular midriff. You'll find this helpful because these skins are distinguished by skin tone. The four skins and thier recommended order as "skill skins" are: SK_GRBOT.BMP: Greenish skin tone (easiest skill level) SK_GRGIB.BMP is the head gib. SK_BLBOT.BMP: Light blueish skin tone SK_BLGIB.BMP is the head gib. SK_PRBOT.BMP: Purple skin tone SK_PRGIB.BMP is the head gib. SK_BRBOT.BMP: Brass skin tone (hardest skill level) SK_BRGIB.BMP is the head gib. The bot armor is fitted with a fancy golden collar to help the bots be easily recognized as such at a distance. I worked hard to make the exposed lower torso look good and not all cheesy and unshaded. The gun is gray with a tinge of gun-metal blue. I left the pants alone because I thought they provided a nice contrast to the gun-metal blue of the armor. While these skins are designed for bot play, feel free to use them however you choose. You may use my graphics (parts of the torso) in your own works, though I'd appreciate a mention in the credits. Most of all, I hope you'll feel free to E-mail me with any ideas for improvement, cheers, jeers, flames, ect. -- Steve C. Clark steve3@mindspring.com