[quake3] Re: md4 skeletal model format

Tim Stowell stowellt at gmail.com
Fri Jan 27 11:10:40 EST 2006


Great work, I think this is a really useful feature. You mentioned there are
some animation source files and a program to compile--Are these something
you made? Where are they at? Thanks!

On 1/26/06, Thilo Schulz <arny at ats.s.bawue.de> wrote:
>
> On Thursday 26 January 2006 21:54, Tim Stowell wrote:
> > Thanks, that makes sense. Anyone know of any resources about actually
> > implementing an md4 model with the code?
>
> My code patch adds MD4 support for the Raven Software's MD4 models used in
> EliteForce and some other games. They're consistently labeled with "MDR"
> instead of "MD4" in icculus.org's codebase and can be enabled if one
> changes
> the define RAVENMD4 (in qfiles.h)
>
> The remnants of id's original model support have _not_ been touched.
>
> Raven has finished the MD4 format a long time ago. There are also some
> tools
> out there to actually edit md4 files, also community made tools like a
> Milkshape Plugin from theSnerd. I only reimplemented the model format for
> the
> icculus quake3 engine based on already released and GPL'ed code, because I
> needed it in one of my projects and found it may be useful to other
> people.
> You will find much info on this page:
>
> http://dynamic.gamespy.com/~thesynapse/skinning.php
>
> Apparently, creating new animations is more complex than I originally
> thought,
> but some animation source files and a program to compile them have been
> provided.
>
> --
> Thilo Schulz
>
>
>
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