MDR is enabled in 0.8.8 I think, but the real problem is that the engine doesn't actually substitute for a MDR at model loading routines. I'm trying to move to MDR too
Also another problem is detecting the EF models. EF uses models/player2/ and also for icons, they only use .jpg - cgame would need modifications to add support for players made for EF which would involve looking in player2, looking for jpg instead of tga for icons.
So
that's why renaming the Vader pk3's models folder to "players" worked! And it provided tga files as well as jpg duplicates for icons and textures, so I didn't notice any loading problems in-game or in the menu; it's a wonder the author didn't pack-in a separate PK3 with a renamed root folder for compatibility with Quake III, as well the other for Elite Force. I would have a lot more batch conversions to do than I originally thought, but probably worth it. =P Either way, now I know why it's not as simple as plug 'n play with Elite Force models!
There's also an even worse case - ef players' sounds are in mp3 format, and it's nigh impossible to decode that patent free.
Ouch, I've long since forgotten that fact. (Used to mess around with custom EF skins a decade ago, but never got anywhere.) Even most of the EF customs I come across use the mp3 format too. Ah well, I can always batch convert the sounds over to WAV through Audacity with no transcoding, while also converting the jpeg textures/icons to TGA, and repack it all. Probably wouldn't take me half an hour to give both TOS packs that treatment, so it'd be worth it if it works. ^^
Just FYI my pipeline to produce MDR models is to Blender export 2 IQMs (lower and upper, with a couple bones as tags) and run that through
Noesis to output an MDR by batch file. Currently LODs aren't supported by any of them. My reason for MDR in this case though is to save memory and loading times
I didn't know Noesis could be used to pack MDR files in that way! To think I've been looking everywhere else for a standalone utility to compress/decompress MDRs specifically. Why do I always over-think everything?
It's probably not too big a deal lacking LODs right now though, is it? (Considering the poly-count of most OA models are already a lot higher than EF's or QIII's.) Although having some extra optimization options for lower-end machines is always nice, alongside the other key benefits of MDR that you mentioned.
Dunno if it is supported in OA 0.8.8 (but then you should also update your binaries, don't just add the new pk3), better try it first.
Eh, the reason why I just had the patch file is kinda odd. I was trying to play online for a while, and most people on Ubuntu are still at 8.5 from the SC, so I just held onto the PK3 so I could have the benefit of new content and still joining servers at the time. Visually, I don't notice a difference between 8.5 with updated game-data versus running the 8.8 Windows build on WINE, (Works fine except that I can't lower visual settings for better performance. D: ) but yeah, I'm missing new native engine updates either way, and mostly just shoot at level 4 bots in the single-player tiers anyway.
I will definitely try to compile that! ^^ The Ubuntu community isn't going to update what's already on the Software Center anytime soon, so it'd be nice to have a much later build on my system in the meantime! I've done Linux driver compiles for wireless cards before, and compiled a few games from source as well, so it's nothing new to me. As long as there are instructions included, I can usually follow through with them, give or take a few syntax errors in the terminal before I get it right.
Thanks for the help, fromhell and GrosBedo! I'll try repacking one of the TOS characters with converted TGAs and WAVs, to see if resolving the format issue allows them to load properly in OA. If that's the case, I might be able to explore the MDR model format in the future alongside MD3. 8-D