Tags are used to attach external models to a model. Attachment means
that the external models origin aligns itself with the models tag
location and orientation. As the external model is parented to the tag
(nested in tag space), any animation of the tag will also affect the
Domain specific scripts tell the engine which external models to attach
to a given tag. These scripts are either loc
Skins And Textures
An MD3 model contains a set of meshes and tags. Some in-game Quake models are actually composites of several MD3 files. For example, a player model consists of head.md3, upper.md3, and lower.md3 files. Tags within these files tell Quake how to assemble the model files into one single model.
Wolfenstein: Enemy Territory
Custom Model Depot Yard
MDM MDX unofficial specification
Here is the data structure of mdm and mdx which I am using in the tool. but there is no guarantee to ensure this document saying truth. So use these info at your own risk.
Player model in ET
Each character used in ET is assigned in characters of pak0.pk3. There are some files to define a character, they refer what class it is, what mesh it uses, what animation group it use
Unofficial Return to Castle Wolfenstein MDS File Format Spec v1.0
By Chris Cookson (firstname.lastname@example.org)
MDS In a Nutshell
MDS Data Structures
The Collapse Map
This document is my attempt at providing some documentation on the MDS format used in Return to Castle Wolfenstein. It's totally unofficial, so bear with me if certain areas are a little vague or inaccurate. Most of
When you are doing modding there are some cvars wich can help you to debug stuff a little easier.
when you are doing f.ex. playerskins its ok to see yourself without adding bots wich are running around all the time. And here is how todo it:
add your pk3 into etmain if you use ET, if you are using ETL then put in your legacy folder in documents.
devmap a map
ex. /devmap oasis
choose the player and spawn, when you've spawned you can drop down the console and type: