Included are notices for hilt modelers, player modelers, and bot makers.
I just copied most of these from posts I did in the modeling forums.

=====For hilt modelers=========================================================
Most hilt models, as they are will not work with this mod.  They must be modified and hiltmakers will probably
start releasing hilts that are compatible with this mod.  Look for something that says *mod compatible* or
*compatible with hilt selection mods* or something in the readme file for newly released hilts.

If you are a hilt modeler please read this:

In order for selectable hilts to work, the hilt pk3 files must be modified. 
Instead of putting the glm, md3, and texture in the models/weapons2/saber/ directory 
they must be put in models/weapons2/saber_hiltname/ directory. 
So if you were making a saber hilt for yoda you might have this in the pk3 

models/weapons2/saber_yoda/saber_w.glm 
models/weapons2/saber_yoda/saber_w.md3 
models/weapons2/saber_yoda/saber.jpg (the texture) 
models/weapons2/saber_yoda/w_icon_lightsaber.tga (for the icon in the bar at the bottom when you change weapons. I didn't really include this in my mod because it crashed everytime I tried to load the new icon but other mod makers may find a way to fix that.) 
models/weapons2/saber_yoda/w_icon_lightsaber_na.tga (for the icon in hilt selection bar) 

players could then type hilt yoda in the console to get the yoda hilt in their right hand.

Basically you put everything in a saber_hiltname directory like saber_yoda, saber_vader, saber_myhilt, etc. 

Remember to change the texture path in saber_w.glm so that it points to the texture in the saber_hiltname directory. If
this is not done then the textures will not show up properly.

Other mod makers will be using this naming system too. I know that NickR will be doing this in his mod. 
My mod is opensource so other mods will probably include this later on. 

This will make saber hilts actually useful!

Please include something in your readme that tells people that this hilt is compatible with mods. 
Something like *mod compatible* or *compatible with hilt selection mods*

=====For bot makers/player modelers================================================
I forgot to tell everyone about the new variables you can include in your bot files for JediMod v1.2.
Lets start off with an example bot entry. 

{ 
name "Desann" 
model Desann 
color1 0 
tck_saberred 125 //red value 
tck_sabergreen 0 //green value 
tck_saberblue 170 //blue value 
tck_saberred2 10 //red value for second saber
tck_sabergreen2 180 //green value for second saber
tck_saberblue2 10 //blue value for second saber

tck_doublesaber 1 //doublesaber value 
hilt "desann" //hilt model 1 
hilt2 "vader" //hilt model 2 
personality /botfiles/Desann.jkb 
// Desann is attached to Tavion 
} 

Most of those are pretty self explanitory. tck_saberred is the red value for rgb sabers, 
tck_sabergreen is the green value, and tck_saberblue is the blue value. hilt is just the name 
of the hilt you want the bot to use, hilt2 is the name of the hilt for the other hand. If you 
dont set hilt or hilt2 then they are set to the name of the bot. So if there wasn't a hilt entry 
for desann then he would have the hilt "desann" which would work out nicely. 

tck_doublesaber is a bit more complicated. Here is what the values mean: 
0 or no entry for it: single bladed lightsaber 
1: double bladed lightsaber 
2: two lightsabers 
3: two double bladed lightsabers 

I think thats it. I don't think it will mess up the bots for normal versions of the game if you 
include these extra variables but I've never tested it so you might want to test it first.

=====For player modelers=========================================================

I've notced that a lot of models have aditional taunt sounds included in their pk3 files. For this 
reason I have included the ability for multiple taunt sounds to be played in JediMod v1.2. It will 
automatically find the taunt sounds as long as they are named one of the following: 

taunt.wav, taunt1.wav, taunt2.wav, taunt3.wav, taunt4.wav, taunt5.wav, taunta.wav, tauntb.wav, 
tauntc.wav, tauntd.wav, taunte.wav, tauntf.wav 

.mp3 files also work since jk2 really just ignores the file extension when its loading them.

This means you can have up to 12 taunt sounds for your models. The way I have JediMod v1.2 now, 
whenever the user does +taunt it randomly picks an avalible taunt sound to use. So if you want your 
models to be able to use multiple taunt sounds in JediMod v1.2 and other mods with multiple taunt 
sound support just name them like I have shown.


===HOW TO MAKE YOUR MODEL A MERC=================================================

1) Open up the model called <model-name>.pk3 (like jango_fett.pk3) file using a zip program, such as winzip or powerarchiver.

2) Open the scripts folder, and open up the *.bot file in any text editor:

If you opened up Jango fett, you'd see something like this:

	{
	name		"Jango_Fett"
	model		Jango_fett
	color1		5
	personality	/botfiles/Jango_fett.jkb
	//Jango Fett is attached to Boba Fett	
	}

3) Add "merc (1-5)" to the file, like so:

	{
	name		"Jango_Fett"
	model		Jango_fett
	color1		5
	personality	/botfiles/Jango_fett.jkb
	//Jango Fett is attached to Boba Fett
---->	merc		2
	}
	
4) The number after "merc" is the type of merc they'd be:
	merc 1 will make your model's bot a Scout
	merc 2 will make your model's bot a Bounty Hunter
	merc 3 will make your model's bot a Heavy Soldier
	merc 4 will make your model's bot a HotShot
	merc 5 will make your model's bot a Trooper	
	
5) Put the new file back into the model's pk3 file and start up the game,
	when you add the bot, they'll be a merc!
	(Note: This will overrule the fm_classes.cfg class determiner)
	
NOTE: Look at forcemod_2.pk3/botfiles/bots.txt folder for an example.


