MD3 questions

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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MD3 questions

Post by Nash »

I am using Milkshape to export MD3 models.

A) Do I have to generate the control file .QC? Does GZDoom use any of this information?

B) How are the frames named? 0, frame0, frame 0, nothing works. :(
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Post by Graf Zahl »

A) no.
B) I haven't seen any useful name so far in an MD3. Use FrameIndex until you know more.
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Post by Nash »

Ah, frameindex. Thanks.

I didn't know there were different commands for named frames and frames without names.
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Post by Nash »

Hmm... if my model has, say, 50 frames of walking animation... does that mean I'd have 50 lines of frameindex commands? That sounds like a lot of typing/copy-pasting... thankfully the actual DECORATE frames all point to custom null sprites!

Also, do you have plans to support tags? So that I can separate the head, body and legs... this is very useful for my fast twitching head animations...
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Post by AFADoomer »

FYI, to compile as an .md3 in MilkShape (at least last time I checked - a few weeks ago), you have to generate the control file... That way MilkShape knows how many frames to create and what textures to assign by default.

GZDoom doens't need the .qc file, though.
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Post by Nash »

That's what I'm doing.
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