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Frag_Daddy_

Quake 3 Mesh Skinning

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This question is really for anybody who''s programmed a quake 2 (or three) model editor or viewer successfully before. Basically, I have the vertices for the model and the frames. I can get all of the triangles right, so that''s not my problem. Hoever, when I go to skin the model, I get everything except the stuff that I want. I don''t understand--I''m using the .mdX file''s texture coordinates, and I''ve even tried dividing by the width and height of the textures. I''m using OpenGL, and I tried to adjust the skins to be square by stretching and stuff, so maybe that''s a problem. Anyways, if anybody could answer this, it would help.

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are u sure youre reading in the texture coords right. cause i have no problem with them. although i do resize the textures in a paint program first to a ^2 size (for speed reasons).

but it should be a simple matter of scaling your the coords to the texture size
model->texCoords.s / skinwidth
model->texCoords.t / skinheight

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Yeah, I''ll recheck my code. Is the skin width the width of the bitmap after resizing, right? I''ve tried both, I probably read it in wrong.

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