![]() But MDL (Quake 1's format) had a uniform scale/offset for transforming these into the final coordinate space, whereas in MD2, each animation frame had its own scale and offset. They both stored X, Y, Z coords as one byte each. The main difference between the two model format was how they encoded vertex coordinates. After the Quake 1 engine source was released in late 1999 the interpolation was quickly added by fans (although it wasn't as easy as it sounds, as IIRC the original Quake 1 source (not QuakeWorld) didn't track entities across frames on the client-side, so that had to be added first). The Quake 1 and 2 model formats were very similar, the interpolation was a rendering feature.
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