The Konqi SDK Package  (by Stefan "SPA" Spatz) 
---------------------

1. Contents of this package:

	readme.txt	-	...you currently read it
	konqi.dxf	-	the Konqi model in Autocad DXF file format
	konqi.3ds	-	the Konqi model in 3D-Studio file format
	/help		-	23 JPG pictures showing the different texture
				zones and position of the planar texture layers
	/textures	-	15 TGA textures you need to paint Konqi the right way


2. Description of the different texture file:

(The letters refer to the different body zones which are described in the pictures
 of the "help" subdirectory!)

	bodydn.tga	-	Used as ambient texture in "E",
				its texture plane is shown in "bodytexmap.jpg".
	bodydnbp.tga	-	The bumpmap for "bodydn.tga".
	bodydnm.tga	-	The mask which is used to prevent the usage of
				the overall bumpmap "skinbp.tga" in certain
				parts of the belly.
	bodyft.tga	-	The ambient texture of "I",
				also uses the texture plane shown in "bodytexmap.jpg".
	bodyftbp.tga	-	The bumpmap for "bodyft.tga".
	bodyftm.tga	-	The mask which is used to prevent the usage of
				the overall bumpmap "skinbp.tga" in certain
				parts of the resole.
	bodygrn.tga	-	The overall Konqi-green. Used in "C" and "F".
	bodyup.tga	-	The ambient texture of "G",
				also uses the texture plane shown in "bodytexmap.jpg".
				Can also be used as additional slight bumpmap to
				push out the texture details a bit.
	bystripe.tga	-	Ambient texture used to make the colored course into
				the tips of the teeth, claws and horns "A".
	hornbp.tga	-	Used as bumpmap in every "A".
	hanky.tga	-	The KDE logo of the hanky, can also used as its bumpmap
				to give the logo more dimension.
	headbk.tga	-	The ambient texture of "B". 
				Uses the texture plane shown in "headtexmap.tga".
				Can also be used as additional slight bumpmap to
				push out the texture details a bit.
	skinbp.tga	-	The overall bumpmap used in "B","C","E","F","G" and "I"
				to illustrate the "reptile style skin". Best results
				are achieved with a 60% bump and shrink or spherical
				texture mapping. Use "pic0_tex.jpg" to "pic9_tex.jpg"
				to synchronize the texture alignment with the original
				shots.
	wing.tga	-	The ambient texture of "H", using the texture plane
				shown in "wingtexmap.jpg".
				Can also be used as additional slight bumpmap to
				push out the texture details a bit.
	wingbp.tga	-	The bumpmap for "wing.tga".


3. Additional info for importing the mesh files:

  	konqi.dxf:
	- The objects should be derived from the LAYER.
	- Due to some extreme edge angles especially near the body end of the wings 
	  the smoothing angle of any import autosmooth should be at least 90 degree.
	- Don't use things like "Remove Double Faces", "Unify Normals" or
	  "Cap Closed Entities" during importing the mesh.

	konqi.3ds:
	- Because of problems during my export into 3ds some of the texture
	  coordinates got screwed up... especially on the hanky and the belly.
	  Better compare them with the "pic0_tex.jpg" to "pic9_tex.jpg" pictures
	  and update them manually.
	  (Maybe I have more time later to provide a second package with
	   correct 3ds texture coordinates.)
	- Also the overall bumpmap "skinbp.tga" has to be added manually after
	  importing the 3ds file.
	- Just keep in mind that you have to check in general if all the textures
	  are at least similar to the original ones shown on the help pictures.


That's it ... I hope you have much fun (and less problems) with this package!

If you should have any additional questions or help requests concerning the textures
of the Konqi model then feel free to make use of my email-address =) 


	Stefan "SPA" Spatz
	s-p-a@gmx.net

	http://s-p-a.virtualave.net
	http://www.spa-design.net

--------------------------------------------------

   Copyright (c) 1999 Stefan Spatz <s-p-a@gmx.net>
 
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   limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
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   PACKAGE.


