16 Dec 11, 11:24AM
If I remember well I already posted this suggestion in the "Ideas" thread but it must have drowned within the mass of propositions...
I would really appreciate that we swap mapmodels format from md2 to md3, the reason for this request is that we do not longer use the Quake2 modeller but more advanced programs like Blender, MilkShape3D aso and for some reason (a_slow_old_man pointed this problem also on his new playermodel topic) on these programs when you import md2 they aren't centred on the axis and thus it becomes a pain for us if we want to work on these models...
Just as an example it took me about an hour just to make the snow model meet the barrel ingame (had to go back and forth from MS3D to edit mode)
One important thing that also should be taken into account here is that md3 models are way lighter than md2, the barrel for instance is 12,1Kb in md2 but only 5,09Kb in md3
In case you folks do us a favour and agree to that I will be more than happy to spend some time converting the concerned models since it would make it easier for us in the future.
I would really appreciate that we swap mapmodels format from md2 to md3, the reason for this request is that we do not longer use the Quake2 modeller but more advanced programs like Blender, MilkShape3D aso and for some reason (a_slow_old_man pointed this problem also on his new playermodel topic) on these programs when you import md2 they aren't centred on the axis and thus it becomes a pain for us if we want to work on these models...
Just as an example it took me about an hour just to make the snow model meet the barrel ingame (had to go back and forth from MS3D to edit mode)
One important thing that also should be taken into account here is that md3 models are way lighter than md2, the barrel for instance is 12,1Kb in md2 but only 5,09Kb in md3
In case you folks do us a favour and agree to that I will be more than happy to spend some time converting the concerned models since it would make it easier for us in the future.