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