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quake md3-help with animation.cfg

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I've parsed out several quake 3 md3 model files and I consistently see less frames in the individual files than what is in animation.cfg (which groups the frames together to form animations).

 

On parsing the model for a player model set, here is the frame count I get (NUM_FRAMES on the header)...

lower.md3 has 191 frames

upper.md3 has 153 frames

head.md3 has 1 frame

 

However, there are animations that exceed these numbers...like LEGS_TURN starts at frame 247 when the highest frame count is 191 in lower.md3.

 

The only logical reason I  can think of is maybe the frame indexes are added together (like 191+153+1) but I'm not sure of the order.

 

Does anyone know for sure how animation.cfg is supposed to link up with the frames in the individual files?

 

Here is a copy of the animation.cfg file if it helps...

// animation config file

sex	m

// first frame, num frames, looping frames, frames per second

0	30	0	20		// BOTH_DEATH1
29	1	0	20		// BOTH_DEAD1
30	30	0	20		// BOTH_DEATH2
59	1	0	20		// BOTH_DEAD2
60	30	0	20		// BOTH_DEATH3
89	1	0	20		// BOTH_DEAD3

90	40	0	18		// TORSO_GESTURE

130	6	0	15		// TORSO_ATTACK		(MUST NOT CHANGE -- hand animation is synced to this)
136	6	0	15		// TORSO_ATTACK2	(MUST NOT CHANGE -- hand animation is synced to this)

142	5	0	20		// TORSO_DROP		(MUST NOT CHANGE -- hand animation is synced to this)
147	4	0	20		// TORSO_RAISE		(MUST NOT CHANGE -- hand animation is synced to this)

151	1	0	15		// TORSO_STAND
152	1	0	15		// TORSO_STAND2

153	8	8	20		// LEGS_WALKCR
161	12	12	20		// LEGS_WALK
173	11	11	21		// LEGS_RUN
184	10	10	20		// LEGS_BACK
194	10	10	15		// LEGS_SWIM

204	10	0	18		// LEGS_JUMP
214	6	0	20		// LEGS_LAND

220	8	0	15		// LEGS_JUMPB
228	1	0	15		// LEGS_LANDB

229	10	10	15		// LEGS_IDLE
239	8	8	15		// LEGS_IDLECR

247	7	7	15		// LEGS_TURN

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