Changes since previous version
 
MD3 swap texture-coordinates UV-ST option added:
    
  • For swapping texture-coordinates from ST to UV, or vice versa.
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    Display of groundplane & axis option added:
        
  • The groundplane is the "floor". It's positioned at the same height as the model's origin.
    The (positive) axis coloring: X-axis = red, Y-axis = green, Z-axis = blue.
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    Small fixes:
        
  • Some minor fixes were made for problems related to: file-in-use, screen-flickering, INI-save/restore, texturing..
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    Previous changes/additions/fixes
     
    MDM recalculate surface-normals option added:
        
  • This options lets You calculate the surface-normals for MDM playermodels.
    It also works for playermodels that are converted into MDM on load-time.
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    Adding tag-axis (direction) option added:
        
  • It is possible now to manually add tags that are not aligned on the default axis.
    You can enter the 9 values for the 3 different axis (X,Y,Z) now..
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    Game PAK handling fixes:
        
  • If one of the PAKs did not contain a relevant file, the open-dialog did not open anymore.
    There were also some other related issues, which also should be solved now..
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    Game PAK search list added:
        
  • The tool will search all the listed game PAK-files for needed files such as textures, shader and/or models.

  • This option makes the tool more easy to use for people who do not model for Wolfenstein-ET (only).
    Any Quake3-based game that uses PAK-files (*.pk3) is therefore supported..
    The user can maintain the list; Add other PAK-files & remove files from the list.
     
    tcMod bug fixed:
        
  • There was a bug in the previous code, which displayed some models incorrectly.
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    Drag'n'Drop:
        
  • The following filetypes can also be drag'n'dropped onto the tool's window: MS3D, ASE.
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    Mouse Control Type:
        
  • On-screen model rotation handling method added.

  • It provides another, likely for most people a more intuitive way of rotating the model on screen..
     
    ASE loading improved:
        
  • An ASE-model that would exceed the MD3 coordinate-limits (-511 to 511) can now be scaled down so it can be saved as MD3.
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    Editing surface-names option added:
        
  • It is now possible to change the surfacenames.

  • Select a surface from the list, edit the name, and press ENTER to confirm the changes..
     
    Some tcMod shader-features added:
        
  • Shaders that use tcMod scroll and/or tcMod rotate do now show scrolling and/or rotating textures.
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    Alpha-channel textures handling improved:
        
  • Displaying of transparent/translucent textures is improved, which makes it look much better now.
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    Drag'n'Drop:
        
  • The following filetypes can be drag'n'dropped onto the tool's window: MD3, MAP, MDS, SKIN, MDM/MDX.

  • Drop only 1 file when using MD3,MAP,MDS or SKIN files.
    Drop 2 files at once when using MDM/MDX files.
     
    Mirroring MD3 models routine corrected:
        
  • The mirroring of MD3-model along the X-,Y- or Z-axis is now correct.
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    Reverse triangle winding option added:
        
  • The winding of triangles can now be reversed (CCW->CW, CW->CCW).
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    Loading Milkshape files option added:
        
  • Milkshape .MS3D files can be converted to MD3.

  • No animations, skeleton/bones nor tags are supported yet..
    There is however an automatic scale-down feature, in case the model would exceed the MD3-boundries.
     
    Loading 3DSMax ASCII files option added:
        
  • The old 3D-Studio .ASE files can be converted to MD3.

  • No animations are supported yet..
     
    MAP to MD3 convert:
        
  • Textures of any dimension can be used.

  • Place custom textures in the same folder as the .map You want to convert, or use ET-textures..
  • Adding tags improved, also saving tags (as .tag file) is now possible
  • Brush-planes to face-vertices routine slightly improved.
  • Calculation of texture-coordinates improved.
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    Shaders:
        
  • Shaders with only translucent textures are no longer displayed translucent when they also contain a lightmap-stage.
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    Known issues
     
    Wolfenstein-ET Churchill tank:
        
  • The undamaged Churchill tank is displayed incorrectly because of some shader-issue.
    The damaged Churchill tank however, which uses the very same shader, is displayed correctly..
    And i just can't see why this happens.