Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


MD2's and vertex simming¿¿¿ is it meant to happen?

This topic is 6101 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

umm yeh waht the title says my question is that ive used Trent''s (i hope i spellt it right +D ) model loader for md2s and extended it to have interpolation now is it because the interplation from x1 to x2 y1 to y2 etc that causes my models to look like goo when moving or is it coz md2''s store tehir verts as bytes and then they have to be converted later on ? help

Share this post

Link to post
Share on other sites
I believe it''s because of the way Md2''s (and quake 1 MDLs too) store their vertexes as bytes. If you play Quake and Quake2, you''ll notice the jelly effect.
It''s also possible that the jelly effect comes from the fact that the animation is achieved through the use of multiple "frames" of the model in different poses, and that the vertexes seem to "wobble" frme to frame because they are placed by hand, and not by mathematical calculation.


Something kinda sad about
the way that things have come to be.
Desensitized to everything.
What became of subtlety?

Share this post

Link to post
Share on other sites
i c
looks like ill have to make me own exporter for me own format then
this ought to be interesting

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!