The highres effort on Duke3D has already had multiple instances where either a model is screwed becasue MD2 can't handle it, or they had to leave things out because MD2 would mess it up.
PLEEEEAAAAAASSSSSEEEEE!
AlgorithMan at
I agree! this should be done... I remember many 3d models that looked great in the screenshots of the 3d rendering software but were deleted, because they were messed up by the "jelly effect" (which is caused by the damn md2 format which has no floating points for the vertices)
cya
AlgoMan
mean_person at
ONEGAI, JONOF put in MD3 model support!
Roma Loom at
...me looks if Kenneth and Jonathon are offline... done
...me performs jfDuke community movement number #39: raises all three hands for MD3 support.
...hides in teh bushes...
Roma Loom at
*Bump*
I've heard that the work on MD3 support is almost done. Is it working? Are there any problems the modellers should be warned of?
Thanx.
JonoF at
Paraphrasing what Ken told me originally:
Only one skin per per model at the moment. This means each surface in the MD3 will have the one skin.
Tags and shaders are unused currently.
Other than that, it's basically exactly like MD2 but with higher resolution.
Jonathon
Roma Loom at
Thanks. That is really useful info to me, especially the line about the skins.
etko at
Better put something like mdl, skeletal animation is much better than morph for many tasks, having hibrid system would be great. Morph for face and skeleton for movement. Hovever I don'know any GPL skeletal model format to suggest ;).
JonoF at
Surely animation software exists to export skeleton-animated stuff to a deformed mesh.
Jonathon
etko at
According to my stupid head, skeletal animation data are smaller than pure morphs plus skeleton can be deformed proceduraly at runtime trough controllers.
Being implemented in old Half-Life and Mafia, results are quite impressive for the release time of that games.
JonoF at
Size of the animation data is the least of our worries and we don't need the ability to influence an animation by tweaking skeletal nodes at runtime because, and I've said this before and I'll say it again in big letters too so people don't gloss over it:
Models are just puppets for the simple Build sprites.
The sooner people just wake up to that the sooner we can all just get on with our lives and make cool stuff. It is really a waste of time to go writing skeleton-based animation code when the one good reason for doing so will go unused (ie. IK). The only other reason to do it is because the modeller/animator is lazy, and hell, that's not a reason in my book.
Jonathon
etko at
You are the leader JonoF, you decide what you'll implement and what is bullshit, I just justified why I thought skeletal system would be better.
TX at
etko said
You are the leader JonoF, you decide what you'll implement and what is bullshit, I just justified why I thought skeletal system would be better.
A skeletal animation system would be better if we could utilize any of the benefits. We can't. You are, however, welcome to submit patches. ;)
etko at
Hehe , I would like to, but I'm lacking such coding skills...