Any genius to write *.md5 importer?!

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MessiaH
Posts: 55
Joined: Tue Jul 06, 2004 6:37 pm
Location: RUSSIA

Any genius to write *.md5 importer?!

Post by MessiaH »

Have you played DooM3?
If no,still you should have heard about high-poly models,for which Doom is famous.
And after some Dooming hours I thought:"Damn!How wonderful it would be to see Doom3 models(Pinky,for example ]:) )
in our favourite 3D Engine!".
Also I have thought about possible drawback-skeletal animation data inserted directly into Doom3 code,but I have
checked models directory and found out that:
-each animtion sequence(idle,run,walk) data is stored in separate file with *.md5anim extension
-meshes are stored in files with *.md5mesh extension
-there are multiple textures per one mesh,including bumpmap,which is useless due to unexistance of BumpMapping support
in Irrlicht.
-textures are in *.tga format,and some of them are with alpha channel.
So,is there any hardworking genius to write importer?
(I would do that myself,but I have N_O experience of writing importers!)
Robomaniac
Posts: 602
Joined: Sat Aug 23, 2003 2:03 am
Location: Pottstown, PA
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Post by Robomaniac »

The models themselves are actually quite low poly (they don't even have separate fingers), its the bump mapping that makes them look so good
The Robomaniac
Project Head / Lead Programmer
Centaur Force
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