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		<id>https://3dfxdev.net/edgewiki/index.php?action=history&amp;feed=atom&amp;title=MD3</id>
		<title>MD3 - Revision history</title>
		<link rel="self" type="application/atom+xml" href="https://3dfxdev.net/edgewiki/index.php?action=history&amp;feed=atom&amp;title=MD3"/>
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		<updated>2026-06-06T10:02:53Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=MD3&amp;diff=673&amp;oldid=prev</id>
		<title>Corbin: /* Limitations */ EDGE 1.35 MD3 clarification</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=MD3&amp;diff=673&amp;oldid=prev"/>
				<updated>2017-08-31T18:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Limitations: &lt;/span&gt; EDGE 1.35 MD3 clarification&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:52, 31 August 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot; &gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Extra meshes are not supported and will be ignored (fail to render). This limitation carried over from EDGE 1.32.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Extra meshes are not supported and will be ignored (fail to render). This limitation carried over from EDGE 1.32.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* No internal shader system, so the models are lit uniformly, even in the presence of [[dynamic lights]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* No internal shader system, so the models are lit uniformly, even in the presence of [[dynamic lights]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* EDGE cannot load MD3 models.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;EDGE&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] 1.35 &lt;/ins&gt;cannot load MD3 models.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Explanation==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Explanation==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Corbin</name></author>	</entry>

	<entry>
		<id>https://3dfxdev.net/edgewiki/index.php?title=MD3&amp;diff=246&amp;oldid=prev</id>
		<title>Corbin: Created page with &quot;The MD3 model file format was introduced by id Software when releasing Quake 3: Arena in 1999. It's a file format quite simple to use and understand. MD3 models' character...&quot;</title>
		<link rel="alternate" type="text/html" href="https://3dfxdev.net/edgewiki/index.php?title=MD3&amp;diff=246&amp;oldid=prev"/>
				<updated>2015-01-27T07:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;The MD3 model file format was introduced by id Software when releasing &lt;a href=&quot;/edgewiki/index.php?title=Quake_3:_Arena&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Quake 3: Arena (page does not exist)&quot;&gt;Quake 3: Arena&lt;/a&gt; in 1999. It&amp;#039;s a file format quite simple to use and understand. MD3 models&amp;#039; character...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The MD3 model file format was introduced by id Software when releasing [[Quake 3: Arena]] in 1999. It's a file format quite simple to use and understand. MD3 models' characteristics in 3DGE are nearly directly derived from [[MD2]] with a few key differences.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
3DGE can load MD3s from a LUMP in the wadfile.&lt;br /&gt;
&lt;br /&gt;
* Ability to use PNG, JPG, and TGA file formats for skins&lt;br /&gt;
* Able to define up to 9 skins-per-model and switch them out on-the-fly through DDF&lt;br /&gt;
* Able to use animations as either frame number or reference name, or both if desired&lt;br /&gt;
* Can control the bias, aspect, scale, and placement of the model, both for environment and HUD (weapons)&lt;br /&gt;
* Linear Interpolation for animated vertex deformation (higher accuracy and no animation wobble)&lt;br /&gt;
* Supports more overall vertices and tris over MD2.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
While those features are handy, there are currently limitations of the format:&lt;br /&gt;
&lt;br /&gt;
* Extra meshes are not supported and will be ignored (fail to render). This limitation carried over from EDGE 1.32.&lt;br /&gt;
* No internal shader system, so the models are lit uniformly, even in the presence of [[dynamic lights]]&lt;br /&gt;
* EDGE cannot load MD3 models.&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
===Model===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #f2e0ce; border: 2px solid #bfb1a3; padding: 0.6em; margin-top: 0.8em;&amp;quot;&amp;gt;Loading is nearly identical to MD2: the model itself must be stored in a wad, and the lump name is the sprite base (&amp;quot;TROO&amp;quot;) plus &amp;quot;MD3&amp;quot; on the end --&amp;gt; &amp;quot;TROOMD3&amp;quot;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also see [[MD2]] and [[MD5]].&lt;/div&gt;</summary>
		<author><name>Corbin</name></author>	</entry>

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