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MD2 Normal tables inadequate

Posted: Thu Jun 30, 2005 4:02 pm
by trotta
This a follow up post to my earlier query "MD2 lighting screwy". Since that post I've worked out that the problem with displaying md2 meshes shaded smoothly is due to a limeted number of available coordinates in the table of normal coordinates in the md2 code of the engine. As the program generating the original md2 relies on this same table(it was supplied in the public liscence quake 2 source code by "id") having a more extensive table in Irrlicht would not only be pointless, but counter productive. However, The Maxscript I'm using for exporting this format also relies on this table and(being a maxscript) is completely open to editing. So the theory to the solution is this:
1.create a more extensive table.
2.replace the table in the engine source and the maxscript
My code skills aren't good(teaching myself from the devc helpfile), if anyone can help, or just tell me I'm barking up the wrong tree(preferrably offering an alternative solution) it'd be appreciated