29 lines
1.4 KiB
Text
29 lines
1.4 KiB
Text
|
// This is an example kpdata script, used to convert a bunch of .md2 files into a single .mdx file.
|
||
|
//
|
||
|
// A line that starts with // is considered a comment, and ignored by kpdata.
|
||
|
//
|
||
|
// To create a .mdx file, you first need to create a bunch of .md2 files (standard Quake2 models),
|
||
|
// you would then use kpdata, to create the .mdx file, using the $mdx command.
|
||
|
//
|
||
|
// The format of the $mdx command is:
|
||
|
//
|
||
|
// $mdx (mdx_name) -objects {md2 md2 ..}
|
||
|
//
|
||
|
// So, for example..
|
||
|
|
||
|
$mdx bitch_body -objects bitch_rarm bitch_larm bitch_torso bitch_rhand bitch_lhand
|
||
|
|
||
|
// Would create a file called bitch_body.mdx in the current directory, composed of the given .md2 files.
|
||
|
//
|
||
|
// Each .md2 files becomes an object with it's own bounding box, within the .mdx file. Assuming
|
||
|
// the game code is written to use those bounding boxes, you will be able to shoot individual limbs
|
||
|
// on the new character.
|
||
|
//
|
||
|
// You can create an .mdx made of just a single .md2 file, although it will behave exactly the same as
|
||
|
// the .md2 file. Kingpin supports the .md2 file format also, so doing this would be pointless.
|
||
|
//
|
||
|
// NOTE: if you intend on using this process to create a PPM (plugin player model) for Kingpin, your
|
||
|
// model MUST consist of the same models that exist in the existing player folders
|
||
|
// (head.mdx, body.mdx, legs.mdx). Also, player models must not contain any skins explicitly listed
|
||
|
// inside the .mdx. Doing so will cause problems within the game.
|