int ofs_end; // end of file
} md2_t;
-// LordHavoc: Q1 and Q2 models are converted to the same internal format
-#define ALIASTYPE_MDLMD2 1
+// LordHavoc: mdl, md2 and md3 models are converted to the same internal format
+#define ALIASTYPE_ALIAS 1
#define ALIASTYPE_ZYM 2
-extern void Mod_LoadAliasModel (struct model_s *mod, void *buffer);
+extern void Mod_LoadQ1AliasModel (struct model_s *mod, void *buffer);
extern void Mod_LoadQ2AliasModel (struct model_s *mod, void *buffer);
+extern void Mod_LoadQ3AliasModel (struct model_s *mod, void *buffer);
extern void Mod_AliasInit(void);
#define MD3NAME 64
#define MD3FRAMENAME 16
-// the origin is at 1/16th scale
+// the origin is at 1/64th scale
// the pitch and yaw are encoded as 8 bits each
typedef struct md3vertex_s
{
//
// to find the next mesh in the file, you must go to lump_end, which puts you
// at the beginning of the next mesh
-//
-// the comments after each field are example values from 4 models I examined
typedef struct md3mesh_s
{
char identifier[4]; // "IDP3"
char name[MD3NAME];
- int num_unknown1; // 0 0 0 0
- int num_frames; // 1 9 1 138
- int num_shaders; // 1 1 1 1
- int num_vertices; // 68 275 346 42
- int num_triangles; // 96 324 324 55
- int lump_elements; // 108 108 108 176
- int lump_shaders; // 1260 3996 3996 108
- int lump_texcoords; // 1328 4064 4064 836
- int lump_framevertices; // 1872 6264 6832 1172
- int lump_end; // 2416 26064 9600 47540
+ int flags;
+ int num_frames;
+ int num_shaders;
+ int num_vertices;
+ int num_triangles;
+ int lump_elements;
+ int lump_shaders;
+ int lump_texcoords;
+ int lump_framevertices;
+ int lump_end;
}
md3mesh_t;
//
// note that the lump_ offsets in this struct are relative to the beginning
// of the header struct (which is the beginning of the file)
-//
-// the comments after each field are example values from 4 models I examined
typedef struct md3modelheader_s
{
char identifier[4]; // "IDP3"
- int version; // 15 15 15 15
- char name[MD3NAME]; // "eyes" "v_axe" "armor" "models/players/brandon/brandon.md3"
- int unknown1; // 0 0 0 0
- int num_frames; // 1 9 1 138
- int num_tags; // 0 0 3 0
- int num_meshes; // 1 1 1 3
- int unknown2; // 0 0 0 0
- int lump_frameinfo; // 108 108 108 108
- int lump_tags; // 164 612 164 7836
- int lump_meshes; // 164 612 164 54204
- int lump_end; // 2580 26676 9764 219904
+ int version; // 15
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_tags;
+ int num_meshes;
+ int num_skins;
+ int lump_frameinfo;
+ int lump_tags;
+ int lump_meshes;
+ int lump_end;
}
md3modelheader_t;
+// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
+typedef struct aliasvertex_s
+{
+ // location
+ float origin[3];
+ // surface normal
+ float normal[3];
+ // S texture vector
+ float svector[3];
+}
+aliasvertex_t;
+
+// this layer is fog (completely specialized behavior)
+#define ALIASLAYER_FOG 1
+// alpha blending
+#define ALIASLAYER_ALPHA 2
+// additive blending
+#define ALIASLAYER_ADD 4
+// apply diffuse lighting
+#define ALIASLAYER_DIFFUSE 8
+// apply specular lighting
+#define ALIASLAYER_SPECULAR 16
+// tint with pants color
+#define ALIASLAYER_COLORMAP_PANTS 32
+// tint with shirt color
+#define ALIASLAYER_COLORMAP_SHIRT 64
+// don't draw this layer if colormap is not used
+#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
+// don't draw this layer if colormap is used
+#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
+// draw this layer for realtime lighting passes, otherwise don't
+#define ALIASLAYER_DRAW_PER_LIGHT 512
+
+typedef struct aliaslayer_s
+{
+ int flags;
+ rtexture_t *texture;
+ rtexture_t *nmap;
+}
+aliaslayer_t;
+
+// indicates this skin is transparent
+#define ALIASSKIN_TRANSPARENT 1
+
+typedef struct aliasskin_s
+{
+ int flags;
+ int num_layers;
+ aliaslayer_t *data_layers;
+}
+aliasskin_t;
+
+typedef struct aliasmesh_s
+{
+ int num_skins;
+ int num_triangles;
+ int num_frames;
+ int num_vertices;
+ aliasskin_t *data_skins;
+ int *data_elements;
+ int *data_neighbors;
+ float *data_texcoords;
+ aliasvertex_t *data_vertices;
+}
+aliasmesh_t;
+
#endif