We have .md5mesh and .md5anim working perfectly in OverDose guys, you should contact our coder Nicolas for more info maybe he can share code with you? But yeah, fully tested using Doom3 and Quake 4 rigged models. You can see it in the OD Tech demo videos. (OverDose was based on Quake 2 code)…
Aside from an SDK, you should try to keep in communication with the person that's responsible for handling your animations, and don't go too far without having them put stuff into the game incrementally. Worst thing you can do is make a bunch of stuff that goes unused because it doesn't work ingame. The system uses…
the ingame weapon system for urbanterror was a custom solution, as q3 orignally had no animated weapons at all. I came up with the pseudo rigid bone solution using tags to reduce memory footprint in urt myself and apoxol coded it. I told BladeKiller already if you need detailed information how to do it you can always…
Well I just start there to kind of help out in the animation department and some things were mentioned that I don’t have any details on. The mode that I’ll be doing all the animation for is called Urban Terror which is based on the Q3 engine. So far though it’s been kind of frustrating due to a backwards compatibility…
Well actually the more I play with it the better I’m understanding the brilliances of the logic. It’s frustrating as hell as I’m finding out, as only a handful of people seem to know the construct of the custom tag system being used. Something I think is a problem doing it the way I was putting it together is the…
dont remember how the skin stuff worked, but yeah it makes sense as you describe it. as for the player models, the only thing that is custom I think are the weapon tags. maybe the body armor was also animated in a separate file, not sure. The "fun stuff" customizations was added after I had left, so dont know what it is…