vermeer again.
Ok, I uploaded an md2 and md3 TEST. Is not full, just for u to see if it works in your code.
(at my site ugh3.tripod.com scroll down, is at the bottom)
is not complete, missing death and strafee animation sas are in other files..
there u have run, iddle, crouch, etc...
I may take sometime at the end on making u a list of the frames according to each animation (ie: 1-12 idlle, etc
)
But wont make it until we check it works for you, Ok?
Also, as I told you, please, pass me some screenshots once u load it in your code... Or if someone can pass me an irllitch md3 viewer...better... (I don't have irllitch installed, so I don't have those dlls...) Also would come handy and md2 viewer...
The problem I have had to see them is...most md3 viewers require a cfg file and a syntax I don't know, related to Id games...
the md2, happens more or less the same.
Indeed, my initial plans on this models was have someone load as md2, but later on, preferred loading as x file as is moche nicer graphically, and more accurate, and less memory heavy...
As I highly doubt it is possible to fix the internal x ascii file error, I rather would prefer if the model is loaded (as is, single piece) as md3, rather than as md2. Why? because md2 forces vertex trembling, and has very worse shading than md3. So, please, go with md3 if you can...
But please, do it with interpolation.... (is a setting, I suppose, a kind of flag or something, to be loaded in opengl or whatever...)
If this test works in your engine, then I'll convert the other animations as the format thatwas succesful (hopefuly md3) , and also will try to fix yet exiting slight problems.
I forgot to mention: problems in both formats I'm having are also timming. Maybe is just the setting on the viewer I am using, but runs to slow...no fps loss, goes smoothly in every viewer, I mean just runs,jumps slower, the timing in the viewers, as are very old ones, maybe are set at 10 fps, while I made the animation at 24 fps.(~video/animation typical fps)
so, timing, a possible unwelding (maybe in irllitch does not occur, but I wanna see it as I don't want to end up with those loaded with the problem) and maybe...linking the material, as most veiwers force me to select the tga to assign it to the model.
This are way far from standard md2 or md3 models. I haven't followed tight Id software guidelines in anyway but any engine with basic support to these must load them...except Quake ones..
Any other one that wants to help him, me (I'm curious to know how my model is seen in Irllitch) , and comunity in general with more knowledge, please feel free to make some tests...is open source, so you can also use it. But i recommend each of you, re-texture it or have some one make a new texture (mine is almost just started, so don't worry...) much better, as you avoid the possibility of many games looking as having the same model
Of course, I support way much more using only *.x format. But somehow, this model is wrecked internally and can't be converted to *.x (which really is sad...) , so, is the only "hope" for it. I'd have to make a new skeleton, rig it again, weight it, and do all animations again. If I'd have the time, I'd rather prefer to use it in a new model, so to make more. Besides, looks ideal for your fps project.