Hello everyone,
after some Quake Engine Coding, and preparing Operations with some newer Tests on Quake, i really hate the Quake Model format's Vertex Animations and sucked up quake palette skin.
I was looking around here, and on quakesrc tutorials about implentation support for MD3 or so. And because there is only MD2 Tutorial, wich isnt really a help because of the glibber animations (and incorrect lightning i see ), im trying to ask here if someone could help to stock quake with md3 or hl mdl. Im not someone who ripps off stuff from Quake Engines by himself, im not an tutorial friend, but im doing now everything in this case. I already looked at some HL MDL and MD3 code, wich were the best ones for quake. but im not very skilled in engine coding.
btw i will try to add IQM now... if i get it to work.
Thanks.
Stocking GLQuake with better Model Formats...
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Stocking GLQuake with better Model Formats...
If you're programming to create a game, I would are argue that you're unequivocally better off forking Darkplaces than starting from scratch in GLQuake. Not to mention that it supports Quake 3 models and tags.Ranger366 wrote:Hello everyone,
after some Quake Engine Coding, and preparing Operations with some newer Tests on Quake, i really hate the Quake Model format's Vertex Animations and sucked up quake palette skin.
I was looking around here, and on quakesrc tutorials about implentation support for MD3 or so. And because there is only MD2 Tutorial, wich isnt really a help because of the glibber animations (and incorrect lightning i see ), im trying to ask here if someone could help to stock quake with md3 or hl mdl. Im not someone who ripps off stuff from Quake Engines by himself, im not an tutorial friend, but im doing now everything in this case. I already looked at some HL MDL and MD3 code, wich were the best ones for quake. but im not very skilled in engine coding.
btw i will try to add IQM now... if i get it to work.
Thanks.
On the other hand if you're programming for learning then it wouldn't be a bad idea to write MD3 rendering from scratch. It isn't that hard. Again, look to Quake 3, FTE etc for headers. Better still, implement IQM.
Alternatively go to FTEQuake for HLMDL rendering.