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You may use .md3.
I guess it's because there is some 'optimizing' on .md2-format, which probably confuses those faces. I don't really know, but .md2 causes quite a lot of trouble.
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I tired md3, but there are 2 major problems with it:
1. 2-4 animations wont work with md3 (I think it was moving backward/side crouching and.. uhmm... forgot)
2. the weapon wont fit (I could fix that tbh)
but those missing anims realy are anoying :/
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Hmmm...
Well, I don't really understand how animations won't work. Make sure to have the exact amount of frames per animation, sorted exactly like the default model's animations. I couldn't imagine why this wouldn't work, if everything is set up correctly.
Btw, did you actually animate this playermodel yourself, using a fresh skeleton and so on?
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Yes, I made every animation like the normal one with a own skeleton.
But with a md3 file I need a md3.cfg in order to make anims work, but then there aren't all the commands I'd need.
For md2 its not a problem, since there a cfg isnt necessary.
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Ok, let's stick to .md2 then.
Have you tried to load the .md2 into blender or another editor and does it still look right then or is it also muddled there already?
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Nope, everything fine :/
I even tried the "mdlscullface 0" or something from tocas window, but didnt work either.
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Weird.
The only thing I can think of is that some vertices aren't welded properly and therefore the attached faces won't be taken into account, so to speak. MD2 is troubling with such issues and blender allows for quite heavy errors there without recogniseable effects, as far as I know.
If you don't mind PM me both, the blender and the .md2 and I'll put them through all editors I have on hand. Maybe I can find something. :S
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Alright :)
Thanks for the offer :D
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May I ask what it was? ;)
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I did not know how to delete the mesh animations of the weapons, but then I found it at misfit models :)