[quake3-bugzilla] [Bug 3055] FR: Skeletal model format

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Sun May 10 09:35:15 EDT 2009


http://bugzilla.icculus.org/show_bug.cgi?id=3055





--- Comment #4 from Monk <monk at rq3.com>  2009-05-10 09:35:12 EDT ---
You may need to pick Tr3B's brain a bit more regarding the Unreal psk/psa
format(s).

April 29th IRC discussion snippet:

[21:38] <megatog615> ...tr3b said psk is very much alike md5 but md5 is better
in some technical ways
[21:40] <megatog615> xreal psk doesnt support anims
[21:41] <megatog615> they dont work
[21:41] <megatog615> for player models
[21:41] <megatog615> which is the whole point

So MD5 in XreaL can probably be considered "mature" or "done", but it seems the
Unreal support is still in-progress?  megatog615 also mentioned that at least
the MD5 support is purported to be "easy" to rip out of XreaL and transplant
into ioq3 according to Tr3b.  And because I can never keep track of this junk,
for anyone curious:

PSK = Skeletal meshes
PSA = Animations
ASE = Static Meshes (Ascii Scene Export, may support animation but not sure)

I think ASE is some intermediate format, but I see it crop up often when
looking for PSK/PSA stuff.  Also relevent to discussion on supported formats:

http://www.katsbits.com/htm/tools_utilities.htm

However, we ought to double-check with Tr3B as some of the forum posts I've
seen him make indicate that his PSK/PSA support is good to go.

And I suppose it's not out of the question to support both formats, either,
since we'd be getting them from XreaL and probably the same places in code
anyway.

Tr3B's comments also seem to indicate that the HL2 model format is more of a
pain to implement as it requires some type of preprocessing whereas the MD5 and
Unreal stuff is more a "use as-is" thing.

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