//
// to find the next mesh in the file, you must go to lump_end, which puts you
// at the beginning of the next mesh
-//
-// the comments after each field are example values from 4 models I examined
typedef struct md3mesh_s
{
char identifier[4]; // "IDP3"
char name[MD3NAME];
- int num_unknown1; // 0 0 0 0
- int num_frames; // 1 9 1 138
- int num_shaders; // 1 1 1 1
- int num_vertices; // 68 275 346 42
- int num_triangles; // 96 324 324 55
- int lump_elements; // 108 108 108 176
- int lump_shaders; // 1260 3996 3996 108
- int lump_texcoords; // 1328 4064 4064 836
- int lump_framevertices; // 1872 6264 6832 1172
- int lump_end; // 2416 26064 9600 47540
+ int flags;
+ int num_frames;
+ int num_shaders;
+ int num_vertices;
+ int num_triangles;
+ int lump_elements;
+ int lump_shaders;
+ int lump_texcoords;
+ int lump_framevertices;
+ int lump_end;
}
md3mesh_t;
//
// note that the lump_ offsets in this struct are relative to the beginning
// of the header struct (which is the beginning of the file)
-//
-// the comments after each field are example values from 4 models I examined
typedef struct md3modelheader_s
{
char identifier[4]; // "IDP3"
- int version; // 15 15 15 15
- char name[MD3NAME]; // "eyes" "v_axe" "armor" "models/players/brandon/brandon.md3"
- int unknown1; // 0 0 0 0
- int num_frames; // 1 9 1 138
- int num_tags; // 0 0 3 0
- int num_meshes; // 1 1 1 3
- int unknown2; // 0 0 0 0
- int lump_frameinfo; // 108 108 108 108
- int lump_tags; // 164 612 164 7836
- int lump_meshes; // 164 612 164 54204
- int lump_end; // 2580 26676 9764 219904
+ int version; // 15
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_tags;
+ int num_meshes;
+ int num_skins;
+ int lump_frameinfo;
+ int lump_tags;
+ int lump_meshes;
+ int lump_end;
}
md3modelheader_t;