Posted: Mon Jun 22, 2009 8:08 am
Idk from where those trees come, but yes, I reverse engineered the static models lump. If you're curious I can post a struct, so...
Actually nothin more about models, I'll look deep into them when I finish studying skeletal animation basics...
Actually nothin more about models, I'll look deep into them when I finish studying skeletal animation basics...
Code: Select all
typedef struct
{
char name[MAX_QPATH];
char dummy[64]; // ?! second path?
vec3_t origin;
vec3_t angles;
float scale;
int index; // comes ever higher with each submodel?
char dummy3[2];
} dstaticModel_t;

[/list]