Forum

md3 models in winquake?

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

md3 models in winquake?

Postby qbism » Wed Dec 01, 2010 6:12 pm

... is it even possible? A mesh is a mesh. Textures would of course be pcx (or converted live, separate issue...)

Just wondered if there's anything about the format that "binds" it to hardware rendering.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Postby revelator » Wed Dec 01, 2010 6:23 pm

nothing in particular so it should be possible ;)

the model code i suspect could be just thrown right into software quake.

md3 needs external textures so the engine needs a version of that working in software (not to hard either).

the rendering however is normally done a bit different from mdl so one would have to port that bit.

so all in all it should be perfectly possible.
User avatar
revelator
 
Posts: 2567
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Postby Spike » Wed Dec 01, 2010 6:42 pm

a mesh is a mesh.
md3 ones have multiple meshes inside, which makes plugnplay awkward. there's also the palette issue.
FTE's old software renderer used to be able to load single-surface md3s by basically converting to mdl. Cheap implementation, but means you don't have to provide two copies of such models.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby qbism » Thu Dec 02, 2010 1:35 am

Spike wrote:FTE's old software renderer used to be able to load single-surface md3s by basically converting to mdl.

Thanks, I'll check that out. It may be cheap, but it avoids the need to support two rendering paths, one for mdl and one for md3.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am


Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest