22 Dec 11, 12:54PM
(21 Dec 11, 12:30PM)Mr.Floppy Wrote: skin files surely go by higher bit values, don't they?
In the octet hunt skins used by multiple mapmodels (like can & can2, barrel & barrel2 for example) could be send onto the textures folder and just add the loadskin command in the .cfg file.
(21 Dec 11, 12:30PM)Mr.Floppy Wrote: Besides that, my main argument for .obj is maintaining compatibility to as much editors as possible. Therefore, getting rid of .md2 in the long run,sticking to .md3 for animated models, whilst providing an easy to use static format. That's the idea. You still can use .md3 for static models, of course, but if one's troubling with this format he can easily use the idiot-proof .obj as well. ;)
The .md3 format is (as far as I know) compatible with all 3D editors, is of very simplistic handling and files are way lighter than .obj, but then again I've never worked with .obj so I can't say if it's implementation would definitely be a plus.