**Skeleton pack by Gollum**

Title                   	: Skeleton pack
Mapobject types			: Skeletons in different positions
Date                    	: August 5 - 8
Filename                	: skeletons.pk3

Author                  	: Gollum
Email Address           	: sam.a.williams@virginnet.co.uk

Program Used			: milkshape
Additional Ideas / Remarks	: Used Id's .tga and initial models for railgun and skeleton

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As the base model i took the skeleton model, made by Kenneth Scott, from the 
Id Software team. Thanx Kenneth.

Basicaly i wanted summut to help me get to know milkshape

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* How to install the models *
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put the pk3 into baseq3...Or if that fails:

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* How to add these models to your maps *
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Start Q3radiant and open/create the destination map for the model.
Right click wherever you want and select the "misc-model" option.
Close the browser and type this in the "key" and "value" boxes from the 
newborn floating window:

Key: "model"

Value: "models/mapobjects/skeletons/crucified/crucified.md3" 
       "models/mapobjects/skeletons/sit_headless/sit_headless.md3"
       "models/mapobjects/skeletons/sit_rail/sit_rail.md3"
       "models/mapobjects/skeletons/suspend/suspend.md3"

Depending in which of the four versions you want to add.

=============================================================================
* Permissions *
=============================================================================
These mapobjects may be electronically distributed only at no charge to
the recipient, and may not be modified in any way.  This text file
must be included with the models.
These models may not be distributed on any CD-ROM without the prior,
explicit consent of its author.
You may run these on your server as long as no money is charged to 
players for playing on you server.

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* IMPORTANT NOTE *
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Remember that, in order that other players can see correctly the mapobjects 
in your map, you'll have to include at least every custom .tga and . shader (included in the
mapobject .pk3 file) files you used in your zipfile at distribution.

If you are going to display and distribute models or skins based on repositioning 
or recoloring existing id models and or skins, please note and include the proper 
id copyright information on the accompanying readme documentation. 
You should also attribute both the model and the skin to Kenneth Scott, 
the id artist who created the original for Quake 3 Arena.
