// 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.