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Feature #1149

MD3 support

Added by noctrun over 21 years ago. Updated about 12 years ago.

Status:
Closed
Priority:
Normal
Assignee:
-
Category:
-
Target version:
-
Start date:
2003-03-27
% Done:

100%


Description

md3 model support, better format for higher res models
and easier to export form the major 3d modeling
programms (3dmax, maya, etc) featuring multiple md3
models for a single object using tags (not limited to
head/upper/lower, highly scriptable). we could even
legally use quake3's doom model if we would only point
doomsday to our full quake 3 installation, I also like
note the generations mod for q3a
(http://www.wireheadstudios.org) has great models for
hud, weapons & items for it's doom class already done,
we might be allowed to use those if we ask 'em nicely

Labels: Graphics


Related issues

Is duplicate of Feature #1246: Support newer model formats and skeletal animationClosed2013-10-12

History

#1 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

But it needs pain skins

#2 Updated by noctrun over 21 years ago

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user_id=501315

well, i think painskins are not a problem, artists might create
them when they can be used ingame

#3 Updated by danij over 21 years ago

Closing as duplicate (there is a newer RFE for this with more recent information/discussion).

#4 Updated by noctrun over 21 years ago

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user_id=501315

animation can be done through q3a's animation.cfg, that
would gain support for all custom q3a models: head (no
animation) / upper (classic doom states -> the entries in the
animation.cfg) / lower (player/monster movement -> the
entrues in the animation.cfg) and that's just an example
limited to head/upper/lower the tags can be used to turn the
heretic player model to something similar like the heretic2
player

#5 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

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I can see it now ! quake3's doom trooper!

#6 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

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user_id=794600

Why don't make pain anims instead, maybe bulletholes in
model or, wait, why not sof effects?????

the way pain skins was used once is obsolete way, let it be
for the past.

#7 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Yeah. I say convert the old md2s to md3, and have them be
low-res versions for people who can't handle it on their
computers. Then high detail md3s for the higher end
computers. You people must realize that there are alot more
monsters in doom then any quake game. Also, is there a
format even better then md3 (whatever Doom 3 uses, but
that is probaly hush hush for now)

#8 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Should use md3 skeletal animation.

#9 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

the md3 format does not support skelletal animation, PLEASE
DO NOT SPAM FEATURE REQUESTS, this is not a discussion forum

#10 Updated by skyjake about 15 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

SOF pains affects would be great.

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