Skip to content

Commit 9fe0e55

Browse files
committed
Add extra documentation
1 parent 75b257c commit 9fe0e55

File tree

4 files changed

+939
-0
lines changed

4 files changed

+939
-0
lines changed

docs/md4-readme.txt

Lines changed: 54 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,54 @@
1+
##########################################################
2+
# Info about the MD4 format supported by the ioQ3 engine #
3+
##########################################################
4+
5+
All models included with the original version of Quake3 from id soft are in
6+
the MD3 format. Animations in this format are realized by saving the position
7+
of every vertex in each frame which can make these files pretty large.
8+
9+
ID started work on a newer format, the MD4 format which they never finished.
10+
This format uses a skeleton with all vertices "attached" to their bones.
11+
Because only the position of the bones must be stored for each frame and the
12+
number of bones is not very high this format is more efficient when
13+
doing animations.
14+
15+
Raven software "finished" this format originally started by ID and included
16+
it in their game EliteForce. They called their model format "MDR" which is
17+
the name I have used throughout the sourcecode and I will continue using in
18+
this readme. Since the code on how to handle those MDR files was released
19+
under a GPL licence a long time ago, I was able to implement this format for
20+
Quake3 and do some efficiency improvements.
21+
To enable the support for this model format, go to qcommon/qfiles.h,
22+
remove the comment slashes for #define RAVENMD4 and then compile the engine.
23+
24+
Including finished MDR models in your projects is easy: just load the model
25+
files in your cgame code as you would normally load an MD3 model. The engine
26+
will expect the models to have a ".mdr" suffix.
27+
The rest is pretty much the same: Selecting the current animation frame,
28+
adding a skin to the model, etc..
29+
You can check out the original eliteforce game sourcecode if you want to
30+
have examples on using the md4s. The source can be got at:
31+
http://eliteforce2.filefront.com/
32+
You can also get reference MDR files there, just go to the model/skin
33+
section there and pick something to download.
34+
35+
Now here comes the tricky part:
36+
Creating files with this format. There are tools to create these kinds of
37+
MDR files, like a plugin for Milkshape.
38+
39+
A pretty good overview about MDR file creation is available at
40+
http://synapse.vgfort.com/
41+
You can find some tools for creating MDR files there.
42+
43+
On a sidenote:
44+
There is an independent implementation of the MD4 file format available
45+
here:
46+
http://gongo.quakedev.com/
47+
At this time, ioquake3 has no support for these models though that may
48+
change in the future. Nevertheless, he has got a tool for skeletal
49+
animations that can possibly be hooked into the MDR format with some
50+
modifications.
51+
52+
53+
Good luck!
54+
- Thilo Schulz

docs/rend2-cvars.txt

Lines changed: 65 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,65 @@
1+
r_arb_half_float_pixel "1"
2+
r_arb_half_float_vertex "1"
3+
r_arb_seamless_cube_map "0"
4+
r_arb_vertex_array_object "1"
5+
r_arb_vertex_type_2_10_10_10_rev "1"
6+
r_autoExposure "1"
7+
r_baseGloss "0.1"
8+
r_baseNormalX "1.0"
9+
r_baseNormalY "1.0"
10+
r_baseParallax "0.05"
11+
r_baseSpecular "0.04"
12+
r_cameraExposure "0"
13+
r_cubeMapping "0"
14+
r_deluxeMapping "1"
15+
r_depthPrepass "1"
16+
r_dlightMode "0"
17+
r_drawSunRays "0"
18+
r_ext_draw_range_elements "1"
19+
r_ext_framebuffer_multisample "0"
20+
r_ext_framebuffer_object "1"
21+
r_ext_multi_draw_arrays "1"
22+
r_ext_texture_float "1"
23+
r_externalGLSL "0"
24+
r_floatLightmap "0"
25+
r_forceAutoExposure "0"
26+
r_forceAutoExposureMax "2.0"
27+
r_forceAutoExposureMin "-2.0"
28+
r_forceSun "0"
29+
r_forceSunAmbientScale "0.5"
30+
r_forceSunLightScale "1.0"
31+
r_forceSunMapLightScale "1.0"
32+
r_forceToneMap "0"
33+
r_forceToneMapAvg "-2.0"
34+
r_forceToneMapMax "0.0"
35+
r_forceToneMapMin "-8.0"
36+
r_framebufferGamma "1.0"
37+
r_genNormalMaps "0"
38+
r_glossIsRoughness "0"
39+
r_hdr "1"
40+
r_ignoreDstAlpha "1"
41+
r_imageUpsample "0"
42+
r_imageUpsampleMaxSize "1024"
43+
r_imageUpsampleType "1"
44+
r_lightGamma "1.0"
45+
r_materialGamma "1.0"
46+
r_mergeLeafSurfaces "1"
47+
r_mergeLightmaps "1"
48+
r_mergeMultidraws "1"
49+
r_normalMapping "1"
50+
r_parallaxMapping "0"
51+
r_postProcess "1"
52+
r_pshadowDist "128"
53+
r_shadowCascadeZBias "0"
54+
r_shadowCascadeZFar "1024"
55+
r_shadowCascadeZNear "8"
56+
r_shadowFilter "1"
57+
r_shadowMapSize "1024"
58+
r_specularIsMetallic "0"
59+
r_specularMapping "1"
60+
r_ssao "0"
61+
r_sunlightMode "1"
62+
r_sunShadows "1"
63+
r_toneMap "1"
64+
r_tonemapGamma "1.0"
65+

0 commit comments

Comments
 (0)