>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>    Skaarj for Quake    <<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

by bmFbr
for the Mod Jam 2
2022-02-20


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>>>>>>>>>>>>>>>>>>>         Assets         <<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Model and sounds converted from Unreal Gold.

1. Used UE Viewer (aka umodel) to extract the meshes and textures (https://www.gildor.org/en/projects/umodel)
2. Imported the mesh into Blender using the Unreal Vertex Plugin (http://medor.no-ip.org/index.php?dir=UEditor_Developing/&file=Unreal_Vertex_Plugin_1.3.5.zip)
3. Imported the texture (the UV is already all set up when you import the meshes)
4. Cut some animations away (the Skaarj has something like 530 frames, and MDLs with over 256 may crash some ports)
5. Exported to MDL using Khreathor's exporter for Blender (https://bitbucket.org/khreathor/mdl-for-blender/wiki/Home)
6. Cleaned up texture fullbrights in Wally


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>          Code          <<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

All AI functions were recoded from scratch, to try to get the Skaarj a bit closer to its original behavior in Unreal.
Some animations unfortunately had to be cut out, either because of the MDL frame limits, or due to limited time, but the final result is quite nice.
The code is totally codebase-independant, so only adding bmfbr_skaarj_ai.qc and bmfbr_skaarj.qc to your progs.src (in that order!) should get it working.

Feel free to reuse and modify the code in whatever ways you want. Just remember to give me the proper credits :)