Quake II player model (version 8): GraphViz block diagram (.dot) source

The MD2 format is used for 3D animated models in id Sofware's Quake II.

A model consists of named frames, each with the same number of vertices (vertices_per_frame). Each such vertex has a position and normal in model space. Each vertex has the same topological "meaning" across frames, in terms of triangle and texture info; it just varies in position and normal for animation purposes.

How the vertices form triangles is defined via disjoint triangles or via gl_cmds (which allows strip and fan topology). Each triangle contains three vertex_indices into frame vertices, and three tex_point_indices into global tex_coords. Each texture point has pixel coords s_px and t_px ranging from 0 to skin_{width,height}_px respectively, along with {s,t}_normalized ranging from 0 to 1 for your convenience.

A GL command has a primitive type (TRIANGLE_FAN or TRIANGLE_STRIP) along with some vertices. Each GL vertex contains tex_coords_normalized from 0 to 1, and a vertex_index into frame vertices.

A model may also contain skins, which are just file paths to PCX images. However, this is empty for many models, in which case it is up to the client (e.g. Q2PRO) to offer skins some other way (e.g. by similar filename in the current directory).

There are 198 frames in total, partitioned into a fixed set of ranges used for different animations. Each frame has a standard name for humans, but the client just uses their index and the name can be arbitrary. The name, start frame index and frame count of each animation can be looked up in the arrays anim_names, anim_start_indices, and anim_num_frames respectively. This information is summarized in the following table:

|   INDEX  |    NAME | SUFFIX | NOTES                                                  |
|:--------:|--------:|:-------|:-------------------------------------------------------|
|    0-39  |   stand | 01-40  | Idle animation                                         |
|   40-45  |     run | 1-6    | Full run cycle                                         |
|   46-53  |  attack | 1-8    | Shoot, reload; some weapons just repeat 1st few frames |
|   54-57  |   pain1 | 01-04  | Q2Pro also uses this for switching weapons             |
|   58-61  |   pain2 | 01-04  |                                                        |
|   62-65  |   pain3 | 01-04  |                                                        |
|   66-71  |    jump | 1-6    | Starts at height and lands on feet                     |
|   72-83  |    flip | 01-12  | Flipoff, i.e. middle finger                            |
|   84-94  |  salute | 01-11  |                                                        |
|   95-111 |   taunt | 01-17  |                                                        |
|  112-122 |    wave | 01-11  | Q2Pro plays this backwards for a handgrenade toss      |
|  123-134 |   point | 01-12  |                                                        |
|  135-153 |  crstnd | 01-19  | Idle while crouching                                   |
|  154-159 |  crwalk | 1-6    |                                                        |
|  160-168 | crattak | 1-9    |                                                        |
|  169-172 |  crpain | 1-4    |                                                        |
|  173-177 | crdeath | 1-5    |                                                        |
|  178-183 |  death1 | 01-06  |                                                        |
|  184-189 |  death2 | 01-06  |                                                        |
|  190-197 |  death3 | 01-08  |                                                        |

The above are filled in for player models; for the separate weapon models, the final frame is 173 "g_view" (unknown purpose) since weapons aren't shown during death animations. a_grenades.md2, the handgrenade weapon model, is the same except that the wave frames are blank (according to the default female model files). This is likely due to its dual use as a grenade throw animation where this model must leave the player's model.

Application

Quake II

File extension

md2

KS implementation details

License: CC0-1.0

References

This page hosts a formal specification of Quake II player model (version 8) using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.

GraphViz block diagram source

quake2_md2.dot

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			<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
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			<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
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			<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
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		quake2_md2__inst__frames [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
			<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
			<TR><TD PORT="frames_pos">ofs_frames</TD><TD PORT="frames_size">bytes_per_frame</TD><TD>Frame</TD><TD PORT="frames_type">frames</TD></TR>
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		</TABLE>>];
		quake2_md2__inst__anim_names [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
			<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
			<TR><TD>anim_names</TD><TD>[&quot;stand&quot;, &quot;run&quot;, &quot;attack&quot;, &quot;pain1&quot;, &quot;pain2&quot;, &quot;pain3&quot;, &quot;jump&quot;, &quot;flip&quot;, &quot;salute&quot;, &quot;taunt&quot;, &quot;wave&quot;, &quot;point&quot;, &quot;crstnd&quot;, &quot;crwalk&quot;, &quot;crattak&quot;, &quot;crpain&quot;, &quot;crdeath&quot;, &quot;death1&quot;, &quot;death2&quot;, &quot;death3&quot;]</TD></TR>
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			<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
			<TR><TD PORT="gl_cmds_pos">ofs_gl_cmds</TD><TD PORT="gl_cmds_size">(4 * num_gl_cmds)</TD><TD>GlCmdsList</TD><TD PORT="gl_cmds_type">gl_cmds</TD></TR>
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			<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
			<TR><TD PORT="skins_pos">ofs_skins</TD><TD PORT="skins_size">64</TD><TD>str(ascii)</TD><TD PORT="skins_type">skins</TD></TR>
			<TR><TD COLSPAN="4" PORT="skins__repeat">repeat num_skins times</TD></TR>
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			<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
			<TR><TD>anim_start_indices</TD><TD>[0, 40, 46, 54, 58, 62, 66, 72, 84, 95, 112, 123, 135, 154, 160, 169, 173, 178, 184, 190].pack('C*')</TD></TR>
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			triangle__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="vertex_indices_pos">0</TD><TD PORT="vertex_indices_size">2</TD><TD>u2le</TD><TD PORT="vertex_indices_type">vertex_indices</TD></TR>
				<TR><TD COLSPAN="4" PORT="vertex_indices__repeat">repeat 3 times</TD></TR>
				<TR><TD PORT="tex_point_indices_pos">6</TD><TD PORT="tex_point_indices_size">2</TD><TD>u2le</TD><TD PORT="tex_point_indices_type">tex_point_indices</TD></TR>
				<TR><TD COLSPAN="4" PORT="tex_point_indices__repeat">repeat 3 times</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__frame {
			label="Quake2Md2::Frame";
			graph[style=dotted];

			frame__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="scale_pos">0</TD><TD PORT="scale_size">12</TD><TD>Vec3f</TD><TD PORT="scale_type">scale</TD></TR>
				<TR><TD PORT="translate_pos">12</TD><TD PORT="translate_size">12</TD><TD>Vec3f</TD><TD PORT="translate_type">translate</TD></TR>
				<TR><TD PORT="name_pos">24</TD><TD PORT="name_size">16</TD><TD>str(ascii)</TD><TD PORT="name_type">name</TD></TR>
				<TR><TD PORT="vertices_pos">40</TD><TD PORT="vertices_size">4</TD><TD>Vertex</TD><TD PORT="vertices_type">vertices</TD></TR>
				<TR><TD COLSPAN="4" PORT="vertices__repeat">repeat _root.vertices_per_frame times</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__gl_cmds_list {
			label="Quake2Md2::GlCmdsList";
			graph[style=dotted];

			gl_cmds_list__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="items_pos">0</TD><TD PORT="items_size">...</TD><TD>GlCmd</TD><TD PORT="items_type">items</TD></TR>
				<TR><TD COLSPAN="4" PORT="items__repeat">repeat until _.cmd_num_vertices == 0</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__tex_point {
			label="Quake2Md2::TexPoint";
			graph[style=dotted];

			tex_point__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="s_px_pos">0</TD><TD PORT="s_px_size">2</TD><TD>u2le</TD><TD PORT="s_px_type">s_px</TD></TR>
				<TR><TD PORT="t_px_pos">2</TD><TD PORT="t_px_size">2</TD><TD>u2le</TD><TD PORT="t_px_type">t_px</TD></TR>
			</TABLE>>];
			tex_point__inst__s_normalized [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>s_normalized</TD><TD>((s_px + 0.0) / _root.skin_width_px)</TD></TR>
			</TABLE>>];
			tex_point__inst__t_normalized [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>t_normalized</TD><TD>((t_px + 0.0) / _root.skin_height_px)</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__vec3f {
			label="Quake2Md2::Vec3f";
			graph[style=dotted];

			vec3f__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="x_pos">0</TD><TD PORT="x_size">4</TD><TD>f4le</TD><TD PORT="x_type">x</TD></TR>
				<TR><TD PORT="y_pos">4</TD><TD PORT="y_size">4</TD><TD>f4le</TD><TD PORT="y_type">y</TD></TR>
				<TR><TD PORT="z_pos">8</TD><TD PORT="z_size">4</TD><TD>f4le</TD><TD PORT="z_type">z</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__gl_vertex {
			label="Quake2Md2::GlVertex";
			graph[style=dotted];

			gl_vertex__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="tex_coords_normalized_pos">0</TD><TD PORT="tex_coords_normalized_size">4</TD><TD>f4le</TD><TD PORT="tex_coords_normalized_type">tex_coords_normalized</TD></TR>
				<TR><TD COLSPAN="4" PORT="tex_coords_normalized__repeat">repeat 2 times</TD></TR>
				<TR><TD PORT="vertex_index_pos">8</TD><TD PORT="vertex_index_size">4</TD><TD>u4le</TD><TD PORT="vertex_index_type">vertex_index</TD></TR>
			</TABLE>>];
		}
		subgraph cluster__gl_cmd {
			label="Quake2Md2::GlCmd";
			graph[style=dotted];

			gl_cmd__seq [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">pos</TD><TD BGCOLOR="#E0FFE0">size</TD><TD BGCOLOR="#E0FFE0">type</TD><TD BGCOLOR="#E0FFE0">id</TD></TR>
				<TR><TD PORT="cmd_num_vertices_pos">0</TD><TD PORT="cmd_num_vertices_size">4</TD><TD>s4le</TD><TD PORT="cmd_num_vertices_type">cmd_num_vertices</TD></TR>
				<TR><TD PORT="vertices_pos">4</TD><TD PORT="vertices_size">12</TD><TD>GlVertex</TD><TD PORT="vertices_type">vertices</TD></TR>
				<TR><TD COLSPAN="4" PORT="vertices__repeat">repeat num_vertices times</TD></TR>
			</TABLE>>];
			gl_cmd__inst__num_vertices [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>num_vertices</TD><TD>(cmd_num_vertices &lt; 0 ? -(cmd_num_vertices) : cmd_num_vertices)</TD></TR>
			</TABLE>>];
			gl_cmd__inst__primitive [label=<<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0">
				<TR><TD BGCOLOR="#E0FFE0">id</TD><TD BGCOLOR="#E0FFE0">value</TD></TR>
				<TR><TD>primitive</TD><TD>(cmd_num_vertices &lt; 0 ? :gl_primitive_triangle_fan : :gl_primitive_triangle_strip)</TD></TR>
			</TABLE>>];
		}
	}
	quake2_md2__seq:ofs_tex_coords_type -> quake2_md2__inst__tex_coords:tex_coords_pos [color="#404040"];
	quake2_md2__inst__tex_coords:tex_coords_type -> tex_point__seq [style=bold];
	quake2_md2__seq:num_tex_coords_type -> quake2_md2__inst__tex_coords:tex_coords__repeat [color="#404040"];
	quake2_md2__seq:ofs_triangles_type -> quake2_md2__inst__triangles:triangles_pos [color="#404040"];
	quake2_md2__inst__triangles:triangles_type -> triangle__seq [style=bold];
	quake2_md2__seq:num_triangles_type -> quake2_md2__inst__triangles:triangles__repeat [color="#404040"];
	quake2_md2__seq:ofs_frames_type -> quake2_md2__inst__frames:frames_pos [color="#404040"];
	quake2_md2__seq:bytes_per_frame_type -> quake2_md2__inst__frames:frames_size [color="#404040"];
	quake2_md2__inst__frames:frames_type -> frame__seq [style=bold];
	quake2_md2__seq:num_frames_type -> quake2_md2__inst__frames:frames__repeat [color="#404040"];
	quake2_md2__seq:ofs_gl_cmds_type -> quake2_md2__inst__gl_cmds:gl_cmds_pos [color="#404040"];
	quake2_md2__seq:num_gl_cmds_type -> quake2_md2__inst__gl_cmds:gl_cmds_size [color="#404040"];
	quake2_md2__inst__gl_cmds:gl_cmds_type -> gl_cmds_list__seq [style=bold];
	quake2_md2__seq:ofs_skins_type -> quake2_md2__inst__skins:skins_pos [color="#404040"];
	quake2_md2__seq:num_skins_type -> quake2_md2__inst__skins:skins__repeat [color="#404040"];
	vertex__seq:position_type -> compressed_vec__seq [style=bold];
	quake2_md2__inst__anorms_table:anorms_table_type -> vertex__inst__normal [color="#404040"];
	vertex__seq:normal_index_type -> vertex__inst__normal [color="#404040"];
	compressed_vec__seq:x_compressed_type -> compressed_vec__inst__x [color="#404040"];
	vec3f__seq:x_type -> compressed_vec__inst__x [color="#404040"];
	vec3f__seq:x_type -> compressed_vec__inst__x [color="#404040"];
	compressed_vec__seq:y_compressed_type -> compressed_vec__inst__y [color="#404040"];
	vec3f__seq:y_type -> compressed_vec__inst__y [color="#404040"];
	vec3f__seq:y_type -> compressed_vec__inst__y [color="#404040"];
	compressed_vec__seq:z_compressed_type -> compressed_vec__inst__z [color="#404040"];
	vec3f__seq:z_type -> compressed_vec__inst__z [color="#404040"];
	vec3f__seq:z_type -> compressed_vec__inst__z [color="#404040"];
	frame__seq:scale_type -> vec3f__seq [style=bold];
	frame__seq:translate_type -> vec3f__seq [style=bold];
	frame__seq:vertices_type -> vertex__seq [style=bold];
	quake2_md2__seq:vertices_per_frame_type -> frame__seq:vertices__repeat [color="#404040"];
	gl_cmds_list__seq:items_type -> gl_cmd__seq [style=bold];
	gl_cmd__seq:cmd_num_vertices_type -> gl_cmds_list__seq:items__repeat [color="#404040"];
	tex_point__seq:s_px_type -> tex_point__inst__s_normalized [color="#404040"];
	quake2_md2__seq:skin_width_px_type -> tex_point__inst__s_normalized [color="#404040"];
	tex_point__seq:t_px_type -> tex_point__inst__t_normalized [color="#404040"];
	quake2_md2__seq:skin_height_px_type -> tex_point__inst__t_normalized [color="#404040"];
	gl_cmd__seq:vertices_type -> gl_vertex__seq [style=bold];
	gl_cmd__inst__num_vertices:num_vertices_type -> gl_cmd__seq:vertices__repeat [color="#404040"];
	gl_cmd__seq:cmd_num_vertices_type -> gl_cmd__inst__num_vertices [color="#404040"];
	gl_cmd__seq:cmd_num_vertices_type -> gl_cmd__inst__num_vertices [color="#404040"];
	gl_cmd__seq:cmd_num_vertices_type -> gl_cmd__inst__num_vertices [color="#404040"];
	gl_cmd__seq:cmd_num_vertices_type -> gl_cmd__inst__primitive [color="#404040"];
}