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Make a player model quake 3
Make a player model quake 3




make a player model quake 3

One of the many things I admired from Quake is that there was a pretty uniform scale of detail to everything. This seems like an upgrade but when combined with interpolation it could also result in a pretty ugly "vertex swimming" (jiggling) effect when you tried to portray subtle movements, like the idle anims for the player's weapons. But MDL (Quake 1's format) had a uniform scale/offset for transforming these into the final coordinate space, whereas in MD2, each animation frame had its own scale and offset. They both stored X, Y, Z coords as one byte each.

make a player model quake 3 make a player model quake 3

The main difference between the two model format was how they encoded vertex coordinates. After the Quake 1 engine source was released in late 1999 the interpolation was quickly added by fans (although it wasn't as easy as it sounds, as IIRC the original Quake 1 source (not QuakeWorld) didn't track entities across frames on the client-side, so that had to be added first). The Quake 1 and 2 model formats were very similar, the interpolation was a rendering feature.






Make a player model quake 3