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# md2 naming convention

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anyone know whats the naming convention for md2 animations in quake2 ? there is a attack, crouch, jump , but some of the models have numbers like crstnd1 or jump02 whats the convention ?? Its my duty, to please that booty ! - John Shaft

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Hi,

AFAIK md2 models must (for Q2) must adhere to these sequences of animation frames;

frame   0 to  39 :  standframe  40 to  45 :  runframe  46 to  53 :  attackframe  54 to  57 :  pain1frame  58 to  61 :  pain2frame  62 to  65 :  pain3frame  66 to  71 :  jumpframe  72 to  83 :  flipframe  84 to  94 :  saluteframe  95 to 111 :  tauntframe 112 to 122 :  waveframe 123 to 134 :  pointframe 135 to 153 :  crstndframe 154 to 159 :  crwalkframe 160 to 168 :  crattakframe 169 to 172 :  crpainframe 173 to 177 :  crdeathframe 178 to 183 :  death1frame 184 to 189 :  death2frame 190 to 197 :  death3

So perhaps the naming is less important than the correct ordering of frames. Be sure that the models you are opening are actually made for Quake 2 since other people use the md2 format for their own purposes.

Cheers

Matt

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thanks .. thats exactly what i was looking for. i can now adjust my game engine to always use the correct frames.

Its my duty, to please that booty ! - John Shaft

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Head over to Polycount for the list in a nice
table format.

Kami no Itte ga ore ni zettai naru!

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