Difference between revisions of "MD2"
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* No linear interpolation, so the "jelly-like" vertex animation carries over from Quake 2 | * No linear interpolation, so the "jelly-like" vertex animation carries over from Quake 2 | ||
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==Explanation== | ==Explanation== |
Revision as of 14:39, 29 April 2016
The MD2 model file format was introduced by id Software when releasing Quake 2 in November 1997. It's a file format quite simple to use and understand. MD2 models' characteristics are these:
- Model's geometric data (triangles);
- Frame-by-frame animations;
- Structured data for drawing the model using GL_TRIANGLE_FAN and GL_TRIANGLE_STRIP primitives (called “OpenGL commands”).
- Model's texture is in a separate file. One MD2 model can have only one texture at the same time.
MD2 model file's extension is “md2”. A MD2 file is a binary file divided in two part: the header dans the data. The header contains all information needed to use and manipulate the data.
Contents
Constants
Here are some constant values defining maximal dimensions, so do not exceed these amounts, or 3DGE will fail to render the model:
- Maximum number of triangles: 4096
- Maximum number of vertices: 2048
- Maximum number of texture coordinates: 2048
- Maximum number of frames: 512
- Maximum number of skins: 32
- Number of precalculated normal vectors: 162
Use in 3DGE
Both ports can utilize MD2, but there are a few key additions that become helpful, as the engine supports higher-resolution/color textures,
Features
EDGE, and by extension, 3DGE, can load MD2s from either a LUMP in the wadfile, or externally as a plain file. While Quake 2 imposes harsh limits on the format, 3DGE enhances it beyond what was normally capable:
- Ability to use PNG, JPG, and TGA file formats for skins (original PCX is not supported)
- Able to define up to 9 skins-per-model and switch them out on-the-fly through DDF
- Able to use animations as either frame number or reference name, or both if desired
- Can control the bias, aspect, scale, and placement of the model, both for environment and HUD (weapons)
Limitations
While those features are handy, there are currently limitations of the format:
- No linear interpolation, so the "jelly-like" vertex animation carries over from Quake 2
Explanation
Model
Any state frame can specify a model by using the special '@123' or '@framename' syntax for the frame (instead of a letter). The number is the absolute frame number in the MD2 model, beginning at 1, or you can use the frame name.
Examples:
STATES(IDLE)=TROO:@5:7:NORMAL:NOTHING; // the 5th frame STATES(IDLE)=TROO:@run3:7:NORMAL:NOTHING; // frame called "run3" |
Skins
The skin of the model is the sprite base ("TROO") plus "SKN1" on the end --> "TROOSKN1". There should be a definition for it in IMAGES.DDF using the sprite namespace --> [spr:TROOSKN1].
Normal and specular maps can be applied to skins. The normal/spec map name id the sprite base ("TROO") plus "NRM" or "SPC" respectively on the end --> "TROONRM1" / "TROOSPC1".
USAGE
Below describes the commands needed to manipulate and use the models in the game engine via DDF:
THINGS.DDF
COMMAND | EXPLANATION |
---|---|
MODEL_SCALE | Draw the model bigger, for example: MODEL_SCALE=1.5; |
MODEL_ASPECT | make the model fatter/skinnier: MODEL_ASPECT=0.7; |
MODEL_BIAS | add this to every z coordinate: MODEL_BIAS=24.0; Useful if you don't want to position from Quake 2's original 24 units in an external editor. |
WEAPONS.DDF
COMMAND | EXPLANATION |
---|---|
MODEL_ASPECT | make the weapon fatter/skinnier |
MODEL_BIAS | add this to every z coordinate |
MODEL_FORWARD | move the weapon forward/backward: MODEL_FORWARD=2.2; |
MODEL_SIDE | move the weapon right/left: MODEL_SIDE=-3.5; |