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Author Topic: md5mesh and md5anim in openarena?  (Read 9546 times)
hyp3rfocus
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« on: August 26, 2007, 04:10:21 PM »

apparently xreal uses doom3's md5mesh and md5anim for some player characters. since it's based on ioquake3 does that mean this feature could be ported to openarena?

i'm not saying it should, just wondering if it's possible.
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dmn_clown
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« Reply #1 on: August 26, 2007, 06:00:55 PM »

Could it be ported?

yes

Will it be ported?

probably not
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hyp3rfocus
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« Reply #2 on: August 26, 2007, 06:11:48 PM »

i didn't think it would be ported to openarena, but it's nice to know it can be done.
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dmn_clown
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« Reply #3 on: August 26, 2007, 06:25:40 PM »

You'll probably see bump/specular mapping and per-pixel lighting before md5 support (even though the model format is better).
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hyp3rfocus
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« Reply #4 on: August 26, 2007, 06:31:04 PM »

i like the idea of the mesh and the animations being seperate so more animations can be added. md3 has every pose built into it, doesn't it?

would md5 support cause problems for slower computers?
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dmn_clown
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« Reply #5 on: August 26, 2007, 07:35:03 PM »

If the polycount of the model were too high, yes.
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fromhell
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GET A LIFE!
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« Reply #6 on: August 27, 2007, 12:00:14 PM »

md5mesh doesn't even have support for normals, so if any md5 is rendered it will be horribly, badly shaded like crap.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
dmn_clown
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« Reply #7 on: August 27, 2007, 12:28:26 PM »

Only if the renderer doesn't change.
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iLeft.bye
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« Reply #8 on: August 29, 2007, 05:47:28 PM »

just implementing md5 is not a good idea and implementing the rest is a pita
if you want skeletal formats md4/mdr is already supported but they have poor support from modelling programs
and not a good format
I suggest binary version of md5 format tweaked for ioquake3
...
but a cat is fine too
erm md3
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