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Jello Models :(

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sat Nov 29, 2008 7:12 pm Post subject: Jello Models :( |

Just wondering if there's a lightweight model format that I can use in my engine that would get rid of the "jello effect" that's so ugly in animated models with interpolation. I'm not sure what it's due to, but I believe it's due to 8bit positions of vertices or something?
Last edited by Downsider on Sat Nov 29, 2008 9:00 pm; edited 1 time in total

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Nov 29, 2008 8:34 pm Post subject: |

It's a side effect from encoding floats into bytes. Really a poor design decision IMHO, since the disk space gain is irrelevant and internally even software Quake ends up using floats to store vertices anyway. I'd suggest MD3 as a simple and well known/supported model format not suffering this problem (at least, not as much as MDL or MD2), but I suspect many people here would disagree.
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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sat Nov 29, 2008 9:00 pm Post subject: |

Mhmm, well I'm looking to go with as little CPU intensity and blah blah as possible. The target device isn't exactly a PC.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sun Nov 30, 2008 3:44 am Post subject: |

think there's a way to make quake load up regular model types like obj and such? maybe one of those would work out good? _________________ QuakeDB - Quake ModDB Group

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Nov 30, 2008 12:44 pm Post subject: |

Downsider wrote:
Mhmm, well I'm looking to go with as little CPU intensity and blah blah as possible. The target device isn't exactly a PC.

If it has a sucky FPU, then don't even think about MD3.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sun Nov 30, 2008 12:46 pm Post subject: |

Afaik their target is the PSP _________________ Look out for Twigboy

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Nov 30, 2008 2:04 pm Post subject: |

Urre wrote:
Afaik their target is the PSP

Well it's not a secret. If somebody were to ask me.. :S

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sun Nov 30, 2008 6:28 pm Post subject: |

Downsider wrote:
Mhmm, well I'm looking to go with as little CPU intensity and blah blah as possible. The target device isn't exactly a PC.

You can try using a short instead a byte to store the compressed float. I think MD2 already does that in fact.
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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sun Nov 30, 2008 7:29 pm Post subject: |

Downsider wrote:
Mhmm, well I'm looking to go with as little CPU intensity and blah blah as possible. The target device isn't exactly a PC.

Again, I know a lot of people will hate the idea, but have you checked the native Milkshape3D format ? Looks pretty simple to work and not exactly hungry for hardware resources.
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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sun Nov 30, 2008 9:20 pm Post subject: |

MD2 is just as Jello as MDL, unfortunately. Afaik, MD3 should do perfectly fine, as long as the renderer isn't software, which admittedly it might be on the PSP. I'm not sure, but I recall hearing something about MD3 being hard to implement on software renderers. Spike might know
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Look out for Twigboy

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Sun Nov 30, 2008 10:24 pm Post subject: |

The psp graphics api is fairly close to opengl. If they're doing quake in software then they're MAD. _________________ Unit reporting! http://www.bendarling.net/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Nov 30, 2008 10:38 pm Post subject: |

Urre wrote:
MD2 is just as Jello as MDL, unfortunately. Afaik, MD3 should do perfectly fine, as long as the renderer isn't software, which admittedly it might be on the PSP. I'm not sure, but I recall hearing something about MD3 being hard to implement on software renderers. Spike might know

Nah, its not software. It's hardware, and it IS very similar to OpenGL, in fact.
Alright, so MD3 is the format of choice. This also has tagging, right?
So, nice.
Any documentation on this format? I'm not into hit-and-miss programming.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Dec 01, 2008 12:18 am Post subject: |

There should be lots of documentation on MD3 around _________________ Look out for Twigboy

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