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<<				Fluf_Mod 1.0 Beta				  >>
<<										  >>
<<		A Jedi Knight Academy Single Player Modification		  >>
<<		Copyright  Raven Software LTD 2002, Activision			  >>
<<										  >>
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Primary Code:	Fluffy (Jaeden "Sifo Dyas" al'Raec Ruiner, aka JaedenRuiner)
Packaging:	Fluffy (Jaeden "Sifo Dyas" al'Raec Ruiner, aka JaedenRuiner)
Email:		JaedenRuiner@wayoftheleaf.net
URL:		http://www.wayoftheleaf.net/

Special Thanks:  JediMoves.com, JediKnightII.net, JediKnight.net, Jk2files.com,
		 Raven Software, LucasArts.
	  And all the loyal fans and followers who have made the Jedi Knight gaming 
	experience as phenomenal and entertaining as possible.  I have always loved 
	the Jedi concept, as for me "balance" as well as "knowledge and defense" are 
	keys to life.  George Lucas rocks if for nothing else but the concepts he has 
	devised and interpreted from Joseph Campbell.  
	  Contained in this readme is information pertaining to the overall history 
	and idea behind the creation of this MOD.  Primarily focused on the Single
	Player aspect, as well as general installation, and all Acknowledgments 
	pertaining to the Artists and Magicians involved in creating the models, 
	skins, and other fabulous recreations of the Jedi and Sith we all know and 
	love.  I ask you please read them, and recognize the sheer skill they all 
	posses, and code monkey's like will always admire.  

Installation: 
   Unzip the Package to a temporary directory, Say C:\FlufMod_Install and 
   Run the File: C:\FlufMod_Install\FlufMod_Setup.msi
   Follow the Windows Installation process, which if Jedi Academy is Installed on
   Your computer, the installation will autodetect its location, but will allow you
   to manually change the install path if you prefer.
 
   Below is a list of all the files contained within the Installation package and how 
   they should be installed on the system, assuming that "GameData" is the Jedi 
   Academy GameData directory.
   
    GameData\Base
      assets_FlufMod1.0.pk3 (Menu Strings and GFX assets)
      FlufMod_Sithskins.pk3 (My Sith Modifications to Default JA Character Models)
      FlufMod_Model_Jedi.pk3 (Jedi Character Model Pack)
      FlufMod_Model_Sith.pk3 (Sith Character Model Pack)
      FlufMOd_Sabers.pk3  (Saber Hilt Pack)
    GameData\FlufMod
      FlufMod_beta.pk3 (Single and Multiplayer Mod with Saber Hilt Enhancements)
    GameData\FlufMod\Docs
      FlufMod_ReadMe.txt (This File)
      FlufMod_ReadMe_MP.txt (Multiplayer Specific Read Me)
      FlufMod_Saber_Info.txt (Enhanced Saber Hilt Pack INformation)
      FlufMod_KnownBugs.txt (List of known Bugs and Issues with the Gameplay)
    GameData\FlufMod\Docs\Jedi Models
      (Original Author Readme Documentation Files for included Jedi Character Models)
    GameData\FlufMod\Docs\Sith Models
      (Original Author Readme Documentation Files for included Sith Character Models)
    GameData\FlufMod\Docs\Saber Models
      (Original Author Readme Documentation Files for included Saber Hilt Models)
     

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<<					CONCEPT					  >>
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	Well it came to me that I have always found video games to be a wonderful 
"escape" to some extent, focusing primarily on things we could not do in real life.  
It always perturbed me that friends would often play these "real-to-life" games that 
involve the stuff we have to do in our daily lives anyway, like paying bills, 
mortgages, buying things for one's house, etc.  Many games have come out with such 
concepts, however I never understood the point.  With me games were always about 
doing things you can't do, (some of which allow for some amazing anger management, 
*chuckle*).  However, one of the most joyous concepts presented to us for 
"pretending" to be something we are not, is the role of the Force User from the 
Starwars Universe.  Thus, when I tried the Demo for Dark Forces II: Jedi Knight so 
many years ago, I was tragically, and eternally hooked.  I have bought every Jedi 
Knight game since.
	However, as we all know, when playing games there are two main styles of 
game play, Single Player and Multiplayer.  I am not much of one for Multi-play, as my 
original Quake(tm) days kind of burnt me out to the whole online deathmatch.  To put 
it mildly, I got that out of my system rather young, and haven't had the dedication 
it took to keep up with the rapidly changing times.  Yet, I love the Single Player 
concepts, for plot as well as adventure aspects.  I only wish more games would come 
with a built in Cooperative mode, designed to increase the AI per user playing.  
Alas, this is not the situation, and I am stuck playing games mostly by myself.
	It came to me that over these years of obliterating Single Player games in 
succession, I often found myself as a reviewer and commentator to many of my 
friends, who trust my judgement on games they might purchase in the future.  My 
software developer history has allowed me a unique perspective on how code works, as 
well as what is POSSIBLE in these games.  This mod is a tribute to that.  I like 
possibilites.  Games that are pretty straight forward, like fighting games or your 
average FPS, there isn't much to alter.  But games such as Jedi Knight, which contain 
minor RPG like aspects, are often too restrictive.  Either catering to a corporate
ideal/policy, or sheer laziness I have no idea, but in the end, many of such games 
wind up frustrating many into only playing the multiplayer format.  With no true 
OPEN ENDED aspects to a game, the gamers often feel like things are too simple, or 
often to quick and very much so too scripted.  An RPG is just that, an RPG, how 
you play is the type of character you are.  Other RPGs have concepts of Good vs 
Evil, and they take part in that ever mutating concept, yet in Jedi Knight Academy 
everything was so predictable.
	Dark Forces II: Jedi Knight was a beatiful concept where your usage of force 
awareness (ie secrets & force sight) determined how strong in the force you were.  At 
first you only could advance neutral powers, until you grew aware enough of the 
living Force itself to progress into the more dangerous light vs dark struggle.  I 
wanted to recreate that.  I failed.  Ravensoft has tragically kept the single player 
code unreleased, and thus hampering my "dream" concept of the true Jedi Knight 
Successor.  The engine is beautiful, but for me, i like to be able to have a character 
who is strong in force abilities, but weak in saber techniques.  Or one who doesn't 
use force push at all, but mastered speed as soon as possible.  Why is it, that if you 
are light or dark, your mission objectives never change?  If you are going dark, you 
should be the one who Rosh Penin is trying to stop from becoming evil.  You shouldn't 
be Sith fighting Sith.  Doesn't make sense.  
	I also have other opinions about the forces and how they are used, and which 
are available.  Force Speed should be an active skill, like force lightning.  While 
you are holding it down, you are speeding, but when released you return to normal.  
Any time oriented limit defeats the nature of Force Speed.  And most importanly to 
me, is the Force Grab.  A combination of Force Push, Pull, and Grip, that Vader 
used against Luke, as well as Anakin used on Geonosis.  The ability to grab objects 
and distract your oponent by flinging debris in their direction.  Tragically I 
could not do these things in the single player mode, yet I was able to manage some of 
them into the multiplayer aspect of the mod. Anyway, I have instead done my best to 
incorporate as many of my original ideas into this mod as I could, while giving a 
taste for what I am working towards.
	The basic design is in the hopes to show something of what I am capable of, 
as well as see if I might incur interest in such future projects.  Most definitely 
the multplayer engine will be necessary, however, I believe with enough talented 
individuals we might be able to recreate a mission based RPG through the multiplay 
format.  (Hopefully open ended so that any sp or mp map could be dropped into the 
engine).  
	Please be known, this is a BETA for the moment, as I mentioned that am 
setting up for a much larger task at hand.  However, I would like comments pertaining 
to likes and dislikes of these modifications, and if there is a basis for others who 
think similarly.  If you don't like it, that's cool, I know we all game differently 
so please try not to bash me too much.  Cheezygrin.  I have listed all the features 
below as best I can, and I HOPE some of you enjoy playing single player as much as 
I do.  

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<<					CONTENTS				  >>
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	First of all, I'd like to mention why I have done things the way I have.  I
wanted to create the MOD itself, which is rather different in design than most I have
seen, yet in my own frivolous nature I realized some of my additions are quite 
pointless.  One does not need flashing lights on their Saber, or the ability to
remove robes and capes in the game.  I just thought they looked cool, as well as
giving me experience dealing with skins and scripting skin and shader files, so
there you have it.  *shrug*.
	Anyway, I found that with my mod, the only way to do some of these decorative
additions, was to repackage all of these models and sabers the way I needed them to be
for my MOD code.  I quite enjoy just playing the game with a different character and
different abilities so that each time I come across a level, I have to play it 
differently as appropriate with the unique type of character I'm playing.  I did some 
reskinning myself, but nothing really of note, just playing around and making things 
"look cool" to my mind,  In the end, most of this is just repackaging.  However the 
way they are interconnected required me to handle a LOT of acknowledgements to the 
fine individuals responsible for the art.  Thus, I have incorporated this README as 
a singular readme pertaining to all of the packages I made.  

Packages Include:

-FlufMod_Beta 		- Actual MOD itself.
-FlufMod_SithSkins 	- My skinning debut manipulating some of the JKA stock skins 
			  to add skins that appear more Sith-like in nature for the 
			  JKA default models.
-FlufMod_Model_Jedi 	- StarWars only JEDI models, configured to Single Player and 
			  Multiplayer. (Mutiplayer remain unchanged in skin setup)
-FlufMod_Model_Sith 	- Starwars only SITH models, configured to Single Player and
			  Multiplayer. (Multiplayer remain unchanged in skin setup.  
			  Also Some EU Characters to fill out the lack of SITH in 
			  the movies.)
-FlufMod_Sabers 	- Saber Hilt Package. 
-assets_FlufMod1.0 	- Menu Strings and other MOD Assets

Documentation:
-FlufMod_Readme		- This File: General Mod Description & Features and
			  Model & Saber Acknowledgements
-FlufMod_Saber_Info	- Saber Modification Descriptions

	As a side note, you may notice that several of the Saber Hilts did not 
include their documentation in the inital package I downloaded.  I have looked around
for them and have not found their original authors.  PLEASE INFORM ME OF YOUR WORK
AND I WILL REPACKAGE AND REDISTRIBUTE THEM WITH THE APPROPRIATE ACKNOWLEDGEMENTS.

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<<					FEATURES				  >>
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=================================
- SinglePlayer Force Point System
=================================

	At the moment it is quite a HACK, but it works, and that's the point.  
Through the use of the menu system and external CVARS, I created a "different" (far 
be it for me to claim "better") system for the distribution of forcepoints.

	-Force Sense 
	   I find that the Force Sense ability is supposedly innate to what a Jedi 
	 is.  "Seeing things before they happen giving them god-like reflexes".  
	 If it were up to me, i would code in force Sense as being the most powerful 
	 ability, instead of a simple "item and secret finder" that the single 
	 player game makes it, or the "bypass mindtrick" ability that multiplayer 
	 makes it.  Thus, I have taken it out of the equation somewhat, 
	 due to my current lack of modifying ability for the Single Player Game.
	   It is still incrementable like all other abilities, but it starts the
	 game at level 2.

	-Saber Throw 
	   I don't like saber throw.  It's cheap, and impracticle.  (Obi Wan: "This 
	 weapon is your life!")  The jedi should never knowingly chuck their saber 
	 around the room.  Our lightsaber is all we got.  (I prefer to try to play 
	 and beat the Jedi Knight games without ever using any other weapons, 
	 however the placement of disrupter rifle snipers often forces me to play 
	 sniper wars *grr*).
	   Anyway, Darth Vader(EP6) & Yoda(EP3) are the only Jedi to have been 
	 witnessed throwing their saber, and it wasn't with any real "boomerang" 
	 control, it was simply an agressive attack against Luke and a Clone 
	 Trooper.  Thus, I revamped how Saber Throw is given in the game.  With the 
	 default SaberPack all sabers are generically the same:	 all with default 
	 values.  The MOD alters this play to give each saber specific combat 
	 capabilities and limitations, some of which include the inability to
	 throw the saber.  Kicks are available to those sabers that aren't throwable.
	 However, since some sabers are throwable and others are not, Saber throw 
	 starts the game at 0, and it is up to you to increase it wisely.

	-Initial Forces: 
		Pull:		1  //Because of the ID-10-T error, some maps require you 
				   //to be able to Pull/push objects.  Also, it should be
				   //innate for a Jedi to be able to "pull" items 
				   //(ie saber) to them.
		Sense:		2
		Saber Offense:	1
		Saber Defense;	1

	-Tier 1:
		Game Start:		6 pts
		Missions:		1 pt  (2 if All Secrets found)
		Total Points:		10 to 12 Possible Pts
	-Tier 2:
		First Mission:		3 pts (5 if Saber Favorite Weapon)
		Missions:		1 pt  (2 if All Secrets found)
		Total Points:		7 to 12 Possible Pts
	-Tier 3:
		First Mission:		3 pts (5 if All Secrets found)
		Missions:		1 pts (2 if All Secrets found)
		Total Points:		7 to 13 Possible Pts

	Total Points In Game:		24 to 37 Possible Pts
	

	As you can see I did a little tweaking with the per mission point system.  If 
you find all of the secrets on a mission (eg: Post-mission menu shows 
"Secrets Found: # of #") then, the next mission you recieve extra force 
points for spending.  This is remaniscent of DFII:JK. However it isn't perfect, as 
some missions have secrets, but do not actually consider them as Secrets in the 
"post-mission debrief".  So, basically if after the mission it displays a "Secrets 
Found" entry, and you have found ALL of the secrets for that level, you will recieve 
the extra point.  

===========================
- SinglePlayer Saber System
===========================

	-Select any Hilt, Any Style at start of game.  
		Sabers:		Dual, Staff, Single
		Stances: 	Medium, Strong, Fast, Tavion, Desann
		Colors:		Blue, Green, Yellow, Orange, Purple, Red.
		Hilts:		(See: FlufMod_Saber_Info.txt)

	-New Style selection system based on increasing Saber Offense
	   If you increase your Saber Offense you will recieve the option to add an 
	 additional style of your choice.  This happens at the Weapon Selection 
	 Screen.  If you choose not to add a style at this moment, select NONE and
	 you will recieve no bonus style.  After Hoth and Vjun you still recieve the
	 default new style as per the game, however at this point you can as well 
	 select NONE and choose to retain only the styles you currently posess.
	   This acts now to make SaberOffense a tad bit more important, not just 
	 style-wise, but also as your attack base.  You can have only one style, but
	 a level 3 saber offense, so you are really powerful offensively, even though
	 you only use one style of saber combat.
	   Finally, this does not affect the MOD oriented hilt limitations.  You 
	 still retain ALL styles you gain in the game, even if a specific HILT does
	 not allow you to use it, so be careful about which saber hilt you pick and 
	 what styles you pick for it.  Especially after VJun, where you can "build" a
	 new saber hilt, so this may or may not affect styles learned throughout the 
	 course of the game.

	  Also, after the VJun mission, where you str able to select a new saber hilt, 
	this has been altered to prevent changing saber types.  You must stick with 
	whatever type of saber you began the game with.  I personally like this better, 
	because as the game progresses, you are "practicing" saber techniques with 
	one type of saber.  "Obi-Wan: If only you'd spend as much time practicing 
	your saber techniques as you do flying, and you'd rival Master Yoda as a 
	swordsman."  Hence, you don't really alternate between the saber types, 
	you focus on ONE type and get really good at it.  With this as well, I 
	believe wholeheartedly in the role-play aspects, and thus if you increase
	your SaberOffense with one type of saber, you should have to start from
	Level 1 again for a different type of saber combat.  Which, since I could not 
	code this effect with the limited resources available for Single Player mods,
	I simply eliminitated the option.

=========================================================
- Starwars Jedi Single Player & Multiplayer Model Package
=========================================================

	  Allows for the use of characters we all love and know in the multiplayer 
	or as customizable single player models.  They do however incorporate the 
	standard Dual Saber JKII model bug.  I hope i might be able to find out how 
	to fix this, but alas, I am not an artist like these wonderful people 
	who've created these models.

	- InGame Character Skin Menu
	  I've always thought that the RPG-like nature of the JK games wasn't 
	 indicative of the choices one makes.  I hope to actually script in some 
	 things via cinematics or something.  I might be taking a lot of this to 
	 the multiplay RPG format.  However, in battles often one gets ahead of 
	 themselves, like Anakin vs Dooku, whoops there goes his arm.  Well, why 
	 not allow for the player to update their current skin (not species) to 
	 reflect how they are performing.  Maybe give them a "whoops lost a 
	 limb" that now needs to be replaced with a mechanical one.  (according 
	 to the skins available).  Well that is the future intent, however, 
	 currently with this aspect of the mod, you can truly affect your current 
	 skin ingame, just by pressing the ESC key,

	- Frivolous Robe/Helmet Toggling
	  With the many varied and unusual skins out there, many like Mace 
	 Windu, and Obi Wan kenobi, etc have robes.  Now i have wanted for a long 
	 time to make the robe an actual removable item, that falls to the floor 
	 and must be retrieved.  Qui Gon looks downright awesome with the robe 
	 on, but sometimes the robe gets in the way (or theoretically could catch 
	 fire as in Mace Windu in EP2).  
	  Thus I like the ability to in game press a key for an action that 
	 removes the robe.  But then to put it on again later when more appropriate 
	 to be in full Jedi attire.  I hope to work on this eventually, to make the 
	 robe an "acquirable" item, like weapons or bacta tanks.  Currently for SP 
	 you have to bind the key yourself, but that is all included in the default 
	 "autoexec.cfg" that one just needs to modify the "skin toggle" key binding.

	Currently Configured Models:
	  
	Hooded Robe
	  General Kenobi (EP3)
	  Master Obi-Wan (EP2) 
	  Ben Kenobi (EP4), 
	  Anakin Skywalker (EP2 & 3)
	  Quinlan Vos
	Robe
	  Qui Gon Jinn
	  Mace Windu
	  Obi-Wan Kenobi(EP1)
          Darth Maul
	Tentacle
          Twi'lek Female
	Helmet
          Darth Vader - Helmet
	Cloak
	  Shadowtrooper

	Specifications:
	   I have included these specifications so that future modelers/skinners 
	 should they even care to like my creations here, can take advantage of the 
	 system I have already designed, so anyone can add other future models into 
	 the mod without waiting for me to download and update their skin sets.

  Heads:
    head_h_a1.skin 	-> default head skin with a helmet
    head_h_a1_a.skin 	-> same head skin without a helmet
    head_t_a1.skin 	-> head skin with tentacle up
    head_t_a1_a.skin 	-> same head skin with tentacle down
    head_hd_a1.skin 	-> default head with no hood
    head_hd_a1_a.skin 	-> same head with hood up

  Torsos:
    torso_r_a1.skin 	-> default torso with no robe
    torso_r_a1_a.skin 	-> same torso with robe
    torso_c_a1.skin 	-> default torso with no cape 
    torso_c_a1_a.skin 	-> same torso with cape

	Three primary rules:
	  1. With each of these files there is the _a1_ section.  This section is 
	     for the varying types of heads/torsos.  Like the standard skins, there 
	     can be a few of these.  For single player this is limited to 10 each, 
	     labeled: a1, a2, b1, b2, c1, c2, d1, d2, e1, e2.  Multiplayer is not 
	     concerned as long as the _h_, _t_, _hd_, _r_, and _c_ are present.
	  2. The suffix for these files is the tag both systems look for.  They have 
	     specific meanings equally in multiplayer and single player.  For Helmets
	     and Tentacles there is only the one option _a, since they only have one
	     option, (on/off) or (up/down).  For the robes there are 4 selections,
	     _a Jedi Robe, _b Blue Robe, _c Red Robe, _d Black (Sith) robe.  For 
	     Capes there is also a _bl for Light Blue, _cl for Light red and _e for 
	     Extra.
	  3. Finally, and MOST importantly, the _hd_ tag for hoods, are ALWAYS 
	     paired with _r_ tags for the torso robes.  These are three stage items, 
	     allowing you to toggle between hood up/down, as well as robe completely 
	     on or off.
  

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				ACKNOWLEDGEMENTS
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====================================================================================   

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<<		Models			>>
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Anakin Skywalker - JediKnight3.net
  Author: HapSlash (slash_happy@yahoo.com)
  Mesh Optimization, Weighting & Conversion,- INFINITY BLADE
  Sounds: Gwethenea, Dark Rizer, Overlord, Grievous, and Raven Software
  SP Modification - Fluffy/JaedenRuiner

Aurra Sing - JediKnightII.net
  Authors: Tim 'Spacemonkey' Appleby, Adam 'Cheshire' Lee
  Sounds: The sounds included are a mixture of samples made by Caryn "Hellchick" Law, and altered versions of Tavions, from JediKnight2.
  SP Modification - Fluffy/JaedenRuiner

Ben Kenobi - JediMoves.com
  Author: Kevin Coyle
  SP Modification - Fluffy/JaedenRuiner

Coleman Trebor - JediMoves.com
  Model & Skins: Psyk0Sith, Inbredyokel, NeoMarz1, DarkLord60, Mookey
  SP Modification - Fluffy/JaedenRuiner

Count Dooku - JediMoves.com
  Author: HapSlash (slash_happy@yahoo.com)
  Mesh Optimization, Weighting & Conversion,- INFINITY BLADE
  SP Modification - Fluffy/JaedenRuiner

Darth Maul - JediMoves.com
  Model: Adam "Cheshire" Lee
  Skins:
      Default: Adam "Cheshire" Lee
      Red: Kurtis "Kman" Smith
      Blue: "Arco" Furgeson
      Eye Glow: Fluffy/JaedenRuiner
  Sounds:
       Mason "Temptous" Gilbertson
  Additional Sounds: Sampo
  Additional Skins - b
  Original SP Modification - boinga 1, b
  Addition SP Modification - Fluffy/JaedenRuiner

Darth Maul Robed - Jk2files.com
  Model - Aaron Smith, Keshire
  Orig Skin: Lord Kabal
  Team Skins: Fluffy/JaedenRuiner
    Skin Eye Glow: Fluffy/JaedenRuiner
  Sp Modificiation - Fluffy/JaedenRuiner

Darth Vader - JediKnight3.net
  Modeling/Skins: Mars Marshall "NeoMarz1"
  Sounds: NeoMarz1
  Animations/Weighting: PsykoPat 
  E-Mail: neomarz1@sbcglobal.net
  SP Modification - Fluffy/JaedenRuiner

Eeth Koth - JediMoves.com
  Model & Skins: Aaron Smith, Toonces, Mars Marshall "NeoMarz1", DarkLord60, AOTCTC Team
  SP Modification - Fluffy/JaedenRuiner

Jerec - JediKnightII.net
  Model: David "Madjai" Henry
  Skin: Chris "Inbredyokel" Brenny
  Shaders: "Toonces"
  Sounds: All were used in Jedi Knight: Dark Forces II
  SP Modification - Fluffy/JaedenRuiner

Ki Adi Mundi - JediMoves.com
  Model & Skins: Psyk0Sith, Grafox, Mars
  SP Modification - Fluffy/JaedenRuiner

Kit Fisto - JediMoves.com
  Model + Import: Toonces  (www.drivingcatstudios.com)
  Skins:  Arco (Default Kit Fisto, Red CTF)
	  Sithlord (Blue CTF)
  Sounds: Nomad, and Nomads brother (didn't get his name)
  SP Modification - Fluffy/JaedenRuiner

Luke Skywalker - A New Hope
  Alphan_Jijua
  SP Modification - Fluffy/JaedenRuiner

Mace Windu - JediMoves.com
  Model & Skins: Toonces, Arco, Deetox
  SP Modification - Fluffy/JaedenRuiner

Master Obi-Wan - JediMoves.com
  Model: Aaron Smith
  Skin: Hapslash
  Sounds: Deetox, Sharad Hett
  SP Modification - Fluffy/JaedenRuiner

Obi Wan Kenobi EP1 - JediMoves.com
  Model & Skins: Tex360, Toonces, Arco, Mars, Deetox, Wolf Devil
  SP Modification - Fluffy/JaedenRuiner

General Kenobi
  Model & Skin: HapSlash
  Sounds: Dark Rizer, Overlord, Infinity Blade
  SP Modification: Fluffy/JaedenRuiner

Qui Gon Jinn - JediMoves.com & JediKnightII.net
  Model + Import: Tex360, Toonces
  Skins:  Arco, Sithlord (Red CTF head texture)
  Sounds: Deetox
  Botfiles Wolf Devil (Qui-Gon, Darth Toxic), Toonces (Lord Jin)
  SP Modification - Fluffy/JaedenRuiner

Saesee Tiin - JediMoves.com
  Model & Skins: Aaron Smith, Toonces, Mars Marshall "NeoMarz1", DarkLord60, AOTCTC Team
  SP Modification - Fluffy/JaedenRuiner

Shaak Ti - JediMoves.com
  Author: Aaron Smith  
  SP Modification - Fluffy/JaedenRuiner

Yarael Poof - JediMoves.com
  Model: Psyk0Sith
  Skins: NeoMarz1
  Sounds: Nomad (and his brother)
  SP Modification - Fluffy/JaedenRuiner

Yoda - JediMoves.com
  Authors: "Team Yoda"
  Model: Kinja
  Importing: Sithlord-ii
  Skins: "Arco" Ferguson (Blue Yoda & Default Yoda), Kurtis "Kman" Smith (Red Yoda)
  SP Modification - Fluffy/JaedenRuiner


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<<		Saber Hilts		>>
------------------------------------------

Aayla Secura
  Author: Shawn Dworshak/[JO]Master Shawn
  SP Modification: Fluffy/JaedenRuiner

Anakin Skywalker - EP2
  Model & Skin: StarWarsKartikay
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Anakin Skywalker - EP3
  Model & Skin: HapSlash
  SP Modification: Fluffy/JaedenRuiner

Aurra Sing
  Author: Unknown - (no documentation included in original downloaded package) PLEASE INFORM ME SO I CAN CREDIT YOU!!!
  SP Modification: Fluffy/JaedenRuiner

Ben Kenobi
  Authors: Shawn Dworshak, [JO]Master Shawn
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Corran Horn
  Author: Haseco
  SP Modification: Fluffy/JaedenRuiner

Count Dooku
  Model & Skin: [PS]Optik
  Added Skin Help: Madjai
  HUD Image: Garik Loran
  Re-Modeling for Accuracy: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Darth Maul
  Author: Alaris
  Assembled by: Last Of The Jedi
  Broken Model: Fluffy/JaedenRuiner
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Darth Vader
  Author: sithlord-II
  SP Modification: Fluffy/JaedenRuiner

Exar Kun
  Author: Sish_Sadeet (Joshua M. Scott)
  Broken Model: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Jacen Solo
  Model: Bakers8er
  SP Modification: Fluffy/JaedenRuiner

Jerec
  Author: Lord Nader
  SP Modification: Fluffy/JaedenRuiner

Ki Adi Mundi
  Author: Unknown - Quamosity
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Kit Fisto
  Author: BoL_Stryke
  SP Modification: Fluffy/JaedenRuiner

Mace Windu
  Author: Mau\'dae
  SP Modification: Fluffy/JaedenRuiner

Master Obi-Wain
  Author: Shawn Dworshak/[JO]Master Shawn
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Obi-Wan Kenobi
  Author: Alaris
  Assembled by: Last Of The Jedi
  SP Modification: Fluffy/JaedenRuiner

Plo Koon
  Author: BoL_Stryke
  Staff Model: Fluffy/JaedenRuiner
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Qui Gon Jinn
  Author: Alaris
  Animated Shaders: Fluffy/JaedenRuiner
  SP Modification: Fluffy/JaedenRuiner

Saesee Tiin
  Author: Quamosity
  SP Modification: Fluffy/JaedenRuiner

Sariss
  Author: Unknown - (no documentation included in original downloaded package) PLEASE INFORM ME SO I CAN CREDIT YOU!!!
  SP Modification: Fluffy/JaedenRuiner

Trebor, (Coleman)
  Author: Shawn Dworshak/[JO]Master Shawn
  SP Modification: Fluffy/JaedenRuiner

Yarael Poof
  Author: Quamosity
  SP Modification: Fluffy/JaedenRuiner

Yoda
  Author: Nidal aka. The FallenAngel_NYC
  SP Modification: Fluffy/JaedenRuiner

Yun
  Model & Import: jibe
  Skin: Madjai, Arco, jibe
  SP Modification: Fluffy/JaedenRuiner



* Copyright / Permissions *
This mod, and it's direct source is not to be modified 
in any way without the permision of it's creators.
I give permission to all to use what I have created in their own mods, as long
as credit is provided to the Appropriate authors.
The characters and certain sound files are all the
copyright of Lucas Arts.

Quake is a Registered Trademark of IdSoftware Inc.
##############################################################

 2002 LucasArts Entertainment Company LLC. 
 2002 Lucasfilm Ltd. & TM or  as indicated.
All rights reserved. Used under authorization.
LucasArts and the LucasArts logo are trademarks
of Lucasfilm Ltd.
 Raven Software LTD 2002, Activision
##############################################################
	
       
        
