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@hgs3 hgs3 commented Oct 30, 2013

I've updated both gl1 and gl2 renderers so they can import IQM files exported from Noesis. Although the official IQM spec recommends indices and weights encoded as bytes, Noesis exports them as ints and floats (respectively). This patch allows the IQM loader to account for both cases.

…is makes it possible to import IQM files from Noesis.
@zturtleman
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0bf1f3d

Reworked the patch so that int blend indices are converted to bytes (because ioq3 only supports 128 joints). Tried to simplify float vs byte blend weights. Byte swap blend int and floats on big endian systems. Allow mixed usage of int/byte blend indices and float/byte blend weights. I haven't tested Noesis exported IQM, so let us know if I broke it. Thanks.

@zturtleman zturtleman closed this Oct 30, 2013
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hgs3 commented Oct 31, 2013

@zturtleman Just tested your patch, it works!

ceno pushed a commit to ceno/ioq3 that referenced this pull request Mar 18, 2022
…e-command

WIP: Turning as mappable command
runlevel5 pushed a commit to runlevel5/ioq3 that referenced this pull request Mar 28, 2025
This makes it possible to include a separate sound set for each player skin if desired or simply to "replace" individual sound files of a player model depending on the selected skin. The system will now first search for a folder with the same name in the sounds/wop_players/ directory using the skin name and load the sound set from there first. If this is not successful or files are missing, the folder associated with the model name of the skin is used. Only if the loading of from a folder of a skin or model fails, the default model is used, as before. The approach to create folders for each skin parallel to the models and not to stack these folders further is due to the simpler implementation. For testing, PadBabe can now be loaded and has a different taunt sound than PadGirl. The sound file is in the directory since the PadMod, but was never used. See ioquake#18 for further information.
runlevel5 pushed a commit to runlevel5/ioq3 that referenced this pull request Mar 28, 2025
For testing purposes of ioquake#18 I added two more alternative gesture sounds from the original PADMAN model which I found suitable for PadSoldier and SuperPad. We need new gesture sounds recorded by ENTE here.
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2 participants