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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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