The bomb.mdl link is gone to 404-land.Sajt wrote:Probably. Anyway, I don't think that model works in even DarkPlaces. I did manage to figure out how to decode the skin. If you want the code I could post it. In any case, the code for FixMDL will go up on the QShed SVN one of these days.
The model that I thought you were going to look at was not nofix.mdl, but bomb.mdl. This model was run through QWalk, which resulted in some duplication of vertices (since QWalk doesn't support the old facesfront/onseam Quake texcoord system). I think QWalk must have recalculated the normals after that, which results in hard lighting seams along where the vertices were duplicated. But it looked fine in DarkPlaces for some reason.
Any possibility of one normal facing inwards and another facing outwards for a vert that has been duplicated?
I've been looking over the DP MDL loader and render setup and think it's likely a case of DP doing better blending on the normals resulting in a smoother transition. It also uses proper normals rather than a precalculated dotproduct.