[quake3] MD4 support in ioq3 as a patch?

LinuxManMikeC linuxmanmikec at gmail.com
Fri Dec 15 21:22:28 EST 2006


I had been looking into this myself.  Already work going on for MD4,
at lest the version that was in Star Trek Voyager: Elite Force (aka...
MDR).  I read that someone found the MDR code in the GPL Quake 3 code
and (if I remember correctly) it was fully functional.  Anyway, check
the changelog for renderer/tr_model.c.  There has been work going on
with the MDR format already.  And again, if I remember correctly, it
is working.

http://svn.icculus.org/quake3/trunk/code/renderer/tr_model.c

On 12/15/06, Dave <druska at gmail.com> wrote:
> I like this idea. On gongo's website he claims that its difficult to develop
> md4's because there are no available build tools.
> I'm really just wondering if there will be support for Maya, because newer
> versions of Maya don't really support md3's.
>
> Nice idea though!
>
>
> On 12/15/06, monk at rq3.com <monk at rq3.com> wrote:
> > Hi y'all.  It was suggested that someone on this mailing list a while back
> > was interested in implementing MD4 support in ioq3.  Now that ioq3's got a
> > patch system set up, it would be nice to offer an optional patch for MD4
> > support.
> >
> > Is anyone interested in this anymore?
> >
> > For those who haven't heard about MD4 all that much, here's some linkage:
> >
> > http://gongo.quakedev.com
> > http://gongo.quakedev.com/md4.html
> > http://gongo.quakedev.com/files.html
> >
> > I've talked with Gongo recently and while he has no time or interest in
> > finishing his work, he does fully support this.
> >
> > From what I've gathered, the work seems to be about 95% done.  He outlined
> > a few of the spots that need "finishing" and I was able to get the latest
> > version of the renderer code from 'im.  I am not a skilled coder which is
> > why I am trying to gauge interest in this.
> >
> > I do admit that part of my motivation is to use MD4 support in an existing
> > Q3 project/mod, but I'd rather see something that can be easily integrated
> > in ioq3 for everyone to use.  Most of the artists I've talked to have
> > ragged on Q3 and MD3 for lack of skeletal animation support.  Since
> > everyone and their mother seems to be using ioq3 as the basis for turning
> > Q3 mods into standalone projects, it seems only logical that any type of
> > skeletal animation support be provided to work seamlessly with ioq3 as a
> > patch.
> >
> > The best part of MD4 as far as I can tell is the extra support for the
> > artists' tools.  The 3dmax exporters and apparently the MD4 importer also
> > has preliminary support for HL and HL2 animation files.
> >
> > Yes, I know that Xreal has support for MD5 and that kind of fun stuff.  I
> > haven't really pursued that avenue, yet.  I figured if there were no
> > interest whatsoever in MD4, I could pursue that route instead.
> >
> > If anyone is interested, I will provide what help I can, copies of my
> > correspondence with Gongo, the latest code I have access to, someone able
> > to create HL art assets to test the MD4 importer, etc.
> >
> > Thanks for your time!
> >
> > Monk
> > www.rq3.com
> >
> >
> >
>
>
>
> --
> Dave



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