Baker wrote:I read the IQM format is "in flux" --- is this still true? The source files are C++ (I would guess LH's implementation is in C).
I have a lot of interest in the IQM format. I think a universal better format would be great. Is it possible to control things well using non-CSQC? I don't understand things like .framegroup files [I understand the idea of them, I know nothing about the implementation] and all that and at the moment I'm a bit preoccupied with projects.
What would be great would be say, some small "kit" with:
1) A Blender source file
2) Info on how to compile or export to IQM
3) Some progs.dat + qc source for DarkPlaces demostrating usage (without requiring CSQC if that is even possible).
4) An example of a Quake replacement monster that doesn't even require custom QuakeC. In my head, I'm thinking like that Unreal .psk scary Shambler made a couple of months ago. It was drop and go in DarkPlaces.
To my knowledge, "version 1" of the format is now final. I should hope that if any more changes are made, a version update will be performed. But more than that, I would hope they would just utilize the format's "extension" block.
Have you seen this?
http://lee.fov120.com/iqm/
The existing kit doesn't contain anything engine-specific or even Quake-specific to my knowledge, though it does include the file spec and an example implementation in a viewer, as well as a Blender exporter. I think for testing purposes you should be able to simply direct one of the Quake monsters to the example IQM instead of its MDL, and that'll do it. Assuming the scale is already something sane in Quake units. (you won't get matching animation frames, but will nonetheless be able to see the model animating using the intended frames of the monster)
The source code for the Noesis IQM plugin is also included in the Noesis distribution, which you might find more concise/friendly. It also more correctly handles all data types on load, and doesn't depend on bones being loaded in order of hierarchy dependence for transforms to work properly. (last I checked, the example viewer was broken on both of those fronts, but it may be fixed by now)
I also actually know nothing about the DP implementation in particular, and LordHavoc or eihrul would be the ones to ask about that. Probably more LordHavoc when it comes down to how things are implemented and controlled game-side.