Jedi Knight: Jedi Academy
<10/19/2003>. 

(Adult) Link (Legend of Zelda) 
Version: 3.0JA
=========================================================================
Model Name:		Link

Version:		3.0JA

Author, Model / Import: Dan Kapphahn  (DAK, a.k.a Antizac)

Email: 		    	PsychoDelAcK@hotmail.com

Sounds:			Taken from "Ocarina of Time"(N64) and "Soul Calibur 2" (GameCube)

Botfiles:		Included.

Thanks to:              Psynex, and squall_dm for contributing the sounds. Thanks again, to squall_dm for reporting the sound error.
                        A Big thanks to Joakim Hildemar ({DX}Obiwan, Killer_2000) for fixing the eyes, and encourageing me to update Link.

Special Thanks to:	Everyone at the Jedi Knight II forums, for all their help, support and feedback. 
			And you, for downloading this - Now don't you feel special? =)


==========================================================================
NOTES:

Known bugs:

The armor on the Deity, may over-lap with the torso, or the arms at times - the shield, and sheath may over-lap with other meshes at times, but these cases are 
to be expected, and cannot be helped (but it's not very noticeable).

The legs on The Fierce Deity, may show up textureless on some machines. I can't do anything about this, since everything shows up fine on my machine.

(The texture problem, seems to no longer be an issue in JA...)

==========================================================================
HISTORY: 

Version 2.0:
A few things have been added and changed. The Link's sword sheath is now included on the model (also removeable) - the strap across the torso, 
and the belt are more detailed (modeled buckles, and such...). Link's face has some slight modeling tweaks, but not very noticeable - the eyebrows on the 
face have been adjusted, (not to mention the wonderful eye-fix by {DX}Obiwan) I think it looks much better. Other than that, I think it's just about perfect, now.

Version 3.0:
Re-modelled the hair and re-shaped the nose, somewhat - he looks more like Link, now. Added more detail to the gauntlets, and adjusted the boots, a bit.
Added the "sheath" version (with CTF skins, of course).

Special Bonus skin in Version 3.0: 
The Feirce Deity. Additional meshes were added to make this skin possible. Textures re-created by me, spending hours in Photoshop, glancing back and forth from 
screen to Majora's Mask player's guide, for reference. If you don't like the Fierce Deity, atleast appreciate, my greatest skinning job to date. =) 

Version 3.0JA:
Fully supported for JA (to the best of my abilities) Even works 100% for Dual blades...

-All skins work correctly, in JA, as well as the sounds.

-Swords included in zip as seperate PK3s, and work as selectable hilts with JA. 
-Bots use their respective hilts as well.

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MISC NOTES: 
	
If I do not reply to your e-mail within a week just send another - I may have mistaken your e-mail for junk mail.


QUICK TUTORIAL FOR USERS OF BOTH MILKSHAPE AND 3DS MAX:

After working between MilkShape and 3D Studio Max, I've found that when importing Ghoul2 player models, that they are at a different scale from the bones, 
in the .XSI files that you would need to fit your model around, in 3DS Max. If you imported a .GLM file in MilkShape, and built your model around that, you will need to 
do one of two things, before exporting it to 3DS MAX. 

First: Delete everything you don't need (or ignore this, if you're keeping everything). Select the things you're 
going to be using, invert the selection, and delete.

Goofed? Undo, and try again.

Ok, nothing should be left but the meshes you want in 3DS MAX.

Now, you're gonna select everything, and rotate it 90 degrees on the X axis. 
Click "Rotate" then click off 'Z' and 'Y' leaving only 'X', and type 90, in the 'X' field.
Very important: Make sure that you have "Origin" selected under "Rotate Options", or it won't turn out right.
Now Rotate it.

Next, click "Scale" and scale every axis: by 1.562 (X,Y,Z = 1.562). Again, make sure that you have "Origin" selected, or it won't turn out right.
Now, scale it.

Now it's time to export it to a .3DS file. Click File, Export, then export it as a "Autodesk 3DS..."

Save it where ever you want, but you might want to have it saved under "base/models/players/[yourmodelname]" folder, so that you have everything consistant when you're done.

Now import it in 3DS MAX. If you import an .XSI, you should see that it'll now fit perfectly around the bones...

Hope this helped, someone. =)

 -Dan
==========================================================================
DISTRIBUTION NOTES:

This model, it's geometry, and textures are not to be modified, repackaged, or redistributed without the 
express permision of it's creator, Dan Kapphahn.  IF allowed, this readme.txt file MUST be
included.

==========================================================================
INSTALLATION:

Place the link.pk3 file from this zip archive into the JKII/gamedata/base/ directory


*Information *

Polycount:    (I lost count...)
LOD support:  No (if your machine has issues because of this, you have bigger problems than I do.)

CTF           yes (not included for Feirce Deity)
bots          yes
Custom sounds yes


* Copyright / Permissions *
This model, and the textures that came with it are not to be modified
in any way without the permision of it's creators.

I don't work for Nintendo, nor do I have any contact with Nintendo - I am an 
independant modeller, (who wanted to see Link kick ass in Jedi Outcast) acting on my own behalf.
I have also not made any money or profit from the creation of this model - infact, I believe, I have lost money, 
and many hours of my life, that I can't get back, because I spent so many hours making this model.

(See Copyright information below.) 

===================================================================
(The Character) Link, The Legend of Zelda, Ocarina of Time, Majora's Mask and related media are
© 1986-2003 Nintendo.

Soul Calibur, and Soul Calibur 2 are 
© 1995 1998 2002 2003 Namco Limited
===================================================================

By reading this document, at anytime, you have just accepted this as a contract, not hold the creator, website admin(s), 
hosting the model, LucasArts, Raven, or any of the third parties mentioned in this document, responsible for any lawsuits 
or legal issues that may or maynot incur.

##############################################################
© 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 2003, Activision
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