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The actual level loading itself is stupid easy -- I had the geometry loading and rendering in something like two hours. The tough part is converting their "shader" model over to something that modern GPUs can understand. That took about a day and a half and still isn't entirely complete -- I'm missing environment mapping and vertex deformation.

MD3 has been pretty straightforward on the whole, but I didn't design my mesh abstraction super well out the gate, so I've mainly been redesigning that and trying to make it futureproof. I think I have it to about the minimum repeated code possible at this point, but I'm sure I'll reach some other snag down the road and have to refactor again!

Interesting—yes, I was wondering about their shader model. I glanced through your source and saw what looked to me like some of the conversion. In any case, the shaders you have running so far (I assume they generate the animations on various objects in the scene) look very nice :) Good luck with the project!

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