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Tons of MD3 filter improvements
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Fix saving MD3 models with no frame animations
Added dialog to confirm saving a 3 part MD3 player model (before always assumed yes)
Made MD3 player support more general
   Read animation names / looping from animations.cfg (names fallback to
      Quake 3 ones if missing)
   Write animation names / looping from model animations instead of using
      a hard coded list
   Save all unknown points (e.g., not tag_torso, tag_head, or tag_weapon)
      as tags in all model parts
   Added support for "ALL_" (legs, torso, head) and "HEAD_" animation prefixes
Store options from animations.cfg in meta data "MD3_CFG_(keyword)" "(value)"
   instead of special handling for 'sex','footsteps','headoffset',
   'fixedtorso','fixedlegs' which were stored as MD3_(keyword)
   MD3_sex, MD3_footsteps, etc are still supported for saving
Added support for animation names to be at the beginning of each animation
   line in animations.cfg. Meta data "MD3_AnimKeyword" "1". Automatically
   detected when loading animations.cfg
Allow disabling writing sync warnings in MD3 player animations.cfg using
   meta data "MD3_NoSyncWarning" "1". This is not automatically detected
   when loading animations.cfg
Added support for Elite Force animations.cfg loop numbering style
   0=loop all frames, -1=don't loop. Meta data "MD3_EliteLoop" "1"
   Automatically detected when loading animations.cfg
Added support for loading / saving Quake III: Team Arena players
   Save point "tag_flag" in (only) the torso model
   Handle new Q3TA torso animations after legs in animations.cfg
Added support for loading / saving Turtle Arena players

...and probably other stuff too.
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zturtleman committed Mar 21, 2015
1 parent 0575b90 commit a4613fa
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30 changes: 30 additions & 0 deletions ChangeLog
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,36 @@ Changes for 1.3.9 (devel)
Allow user to set fixed grid
Fixed incorrect texture rending for materials that share GL textures
Made animation loop a per-animation setting that is saved in .mm3d files
Fix saving MD3 models with no frame animations
Added dialog to confirm saving a 3 part MD3 player model (before always assumed yes)
Made MD3 player support more general
Read animation names / looping from animations.cfg (names fallback to
Quake 3 ones if missing)
Write animation names / looping from model animations instead of using
a hard coded list
Save all unknown points (e.g., not tag_torso, tag_head, or tag_weapon)
as tags in all model parts
Added support for "ALL_" (legs, torso, head) and "HEAD_" animation prefixes
Store options from animations.cfg in meta data "MD3_CFG_(keyword)" "(value)"
instead of special handling for 'sex','footsteps','headoffset',
'fixedtorso','fixedlegs' which were stored as MD3_(keyword)
MD3_sex, MD3_footsteps, etc are still supported for saving
Added support for animation names to be at the beginning of each animation
line in animations.cfg. Meta data "MD3_AnimKeyword" "1". Automatically
detected when loading animations.cfg
Allow disabling writing sync warnings in MD3 player animations.cfg using
meta data "MD3_NoSyncWarning" "1". This is not automatically detected
when loading animations.cfg
Added support for Elite Force animations.cfg loop numbering style
0=loop all frames, -1=don't loop. Meta data "MD3_EliteLoop" "1"
Automatically detected when loading animations.cfg
Added support for loading / saving Quake III: Team Arena players
Save point "tag_flag" in (only) the torso model
Handle new Q3TA torso animations after legs in animations.cfg
Added support for loading / saving Turtle Arena players

Note: Exporting existing mm3d models to quake 3 md3 players requires setting
the correct names and loop on animations.

Changes for 1.3.8
Don't report power of two warning for background images
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