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IQM for q3

Posted: Fri Nov 26, 2010 5:23 pm
by Revanic45
I am working on my own game and have been trying to implement the IQM model format for q3 engine. Right now I dont know what to do to get it to load... Any help?

Posted: Fri Nov 26, 2010 10:31 pm
by Spirit
You will need to find the source code to the engine you use, find the specification of IQM and then add support as needed in the source code, compile and you are ready to go.

Posted: Sat Nov 27, 2010 2:36 am
by hondobondo
Spirit wrote:You will need to find the source code to the engine you use, find the specification of IQM and then add support as needed in the source code, compile and you are ready to go.
i heartily endorse this sound and generic advice

Posted: Sat Nov 27, 2010 1:50 pm
by Feared
You could also take a look at Darkplaces as it supports it.
Also, IQM has a sdk for it here http://lee.fov120.com/iqm/

It has everything you could possibly need, I don't see this format being a hard format to implement.
Stay safe and have fun. ;)

P.S. This is a quake one forums

Posted: Sat Nov 27, 2010 1:54 pm
by Irritant
Feared wrote:P.S. This is a quake one forums
Actually there are people from all 3 GPL'd Quake's posting here.

Posted: Sat Nov 27, 2010 2:59 pm
by Feared
Irritant wrote:
Feared wrote:P.S. This is a quake one forums
Actually there are people from all 3 GPL'd Quake's posting here.
Neat

Posted: Sun Nov 28, 2010 9:38 pm
by Revanic45
well thats a very vague and unhelpful answer... the thing is that i said before, is that I just need to load the iqms in the engine. Im mainly an artist, not too great of a programmer although i have some experience. I have the source of the engine, i have the iqm stuff, I just need to beable to load it but from other sources it looks like itll be very hard to do and complicated...

Posted: Sun Nov 28, 2010 10:17 pm
by Rich
Revanic45 wrote:well thats a very vague and unhelpful answer... the thing is that i said before, is that I just need to load the iqms in the engine. Im mainly an artist, not too great of a programmer although i have some experience. I have the source of the engine, i have the iqm stuff, I just need to beable to load it but from other sources it looks like itll be very hard to do and complicated...
I don't suppose implementing a new skeletal model format in the Quake engine ought to be the sort of thing you'd be able to get away with, without having programmery inclinations.

I'd say your choices are to go with an engine/game that supports IQM, or get whoever maintains your engine of choice to implement IQM. Which means finding a Q3 engine project that's already actively maintained, because your chances of success there are far greater than your chances in trying to get some random guy to implement IQM in a vanilla Q3 codebase for you. I suppose if you can get anyone to implement it in any Q3 codebase which hasn't been radically changed, you could probably then get away with diffing their changes to merge into other Q3 codebases.

Posted: Mon Nov 29, 2010 2:10 am
by Baker
Not a necessary post, per se, but ...
Games/3D engines that support IQM:

* Cube 2: Sauerbraten
* DarkPlaces
* Syntensity
* Red Eclipse
* Alien Arena
Q3 is not in the list. This is why you've received the responses you have. Q3 does not support it. So you cannot use IQM in Q3 unless someone adds it in.