==============================================================================

Title        : mon_knut
Description  : Cute and chubby quake 1 monster
Date         : 25.02.2016

Authors      : Philipp Nahratow (Model, texture, animation)
             : Hugh Abab (Soundeffects)

Tools        : Blender 2.76b (Modeling and animation)
             :     https://www.blender.org/ 
             : Krita 2.9 (Texturepainting)
             :     https://krita.org/ 
             : io_mesh_qfmdl by Bill Currie (Blender MDL export)
             :     http://wiki.blender.org/index.php/
             :         Extensions:2.6/Py/Scripts/Import-Export/Quake_mdl 
             : fteqcc (Quakec compiler)
             :     http://fte.triptohell.info/
             : Slade3 (Doom Editor/Pak Explorer)
             :     http://slade.mancubus.net/

Thanks       : Darrin Lile (comprehensive blender tutorials)
             :     https://www.youtube.com/user/DarrinLile 
             : Preach (quake model integration tutorial)
             :     https://tomeofpreach.wordpress.com/qexpo-tutorial/
             : Bill "taniwha" Currie (mdl exporter and assistance on irc)
             : http://blender.stackexchange.com/

License      : All files except the quakec code in the qc directory are 
             : distriuted under the Creative Commons Attribution-ShareAlike
             : (CC BY-SA) license
             :     http://creativecommons.org/licenses/by-sa/4.0/
             : The quakec code in the qc directory is based on the original 
             : GPLv2 release by id sofware and is distributed under 
             : the same conditions
             :     https://github.com/id-Software/Quake/blob/master/gnu.txt

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Testing

* Extract and move the mon_knut directory to your quake installation
* Start the game with ./quake -game mon_knut +map test

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Usage

* To use the monster in your maps you'll only need the following part
of the directory structure

mon_knut
├── mon_knut.fgd
├── progs
│   └── mon_knut.mdl
├── progs.dat
└── sound
    └── mon_knut
        ├── dattack1.wav
        ├── ddeath.wav
        ├── dpain1.wav
        ├── dsight.wav
        └── idle.wav

* The entity definition for a level editor is in the fqd file.

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Integration

If you want to integrate the model/monster with other mods/monsters
* copy the assets (progs/mon_knut.mdl, sound/mon_knut) in your mod directory
* integrate the code in the qc directory (qc/mon_knut.qc, ...) in your mod.
The qc directory is a git repository where the first commit is an uncleaned
qc base. git diff the first and the last commit to see how to integrate with
your mod.
* Add the entity definition at the end of mon_knut.fgd to your mod's fgd.

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