MD3
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(Created page with "{{unfinished}} MD3 is a model format developed by id software. It is used by the Quake 3 engine as well as its many successors and other game engines including Darkplaces. ...") |
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* [[MD3 Compiler]] | * [[MD3 Compiler]] | ||
* [[Darkplaces MD3 Exporter for 3D Studio MAX]] | * [[Darkplaces MD3 Exporter for 3D Studio MAX]] | ||
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+ | ==Tutorials== | ||
+ | * [[Tutorials:Altering a material using NPherno MD3 Compiler|Altering a material using NPherno MD3 Compiler]] | ||
[[Category:File formats]] | [[Category:File formats]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 18:24, 9 August 2012
MD3 is a model format developed by id software. It is used by the Quake 3 engine as well as its many successors and other game engines including Darkplaces.
The format is used mostly for player/NPC models and non-structural geometry although it may be used for structural uses.
In Blood Omnicice, MD3 is general format used for non-animated models.
[edit] Features
- Vertex-based animation
- Multiple surfaces (meshes) per model
- Float precision for vertices (almost no wobbling)
- Can support a very high amount of triangles.
- Support tags (volumeless vectors) which is light form of bones and used to attach together separate models and mark positions.
[edit] Limits
- Max 65536 vertices
- Max 32768 triangles
- Max 65536 frames
- Max 256 meshes
- Max 256 skins
- Vertex normals are stored as pair of byte angles (pitch and yaw)
- Not supporting smoothing groups (to simulate SG, mesh should be shopped in a parts)
[edit] Importers
- 3D Studio max MD3 import mesh script