]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
new cvar: mastervolume (controlling both volume and bgmvolume)
[xonotic/darkplaces.git] / model_alias.c
index 517975fd0d338b1e14e6e51845100f2fded19e64..13ea8bf3407f04de66a8a482563d526ee755e221 100644 (file)
@@ -20,81 +20,844 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "image.h"
+#include "r_shadow.h"
 
-static cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+cvar_t r_skeletal_debugbone = {0, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonecomponent = {0, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonevalue = {0, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+cvar_t mod_alias_supporttagscale = {0, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
+
+float mod_md3_sin[320];
 
 void Mod_AliasInit (void)
 {
-       Cvar_RegisterVariable(&r_mipskins);
+       int i;
+       Cvar_RegisterVariable(&r_skeletal_debugbone);
+       Cvar_RegisterVariable(&r_skeletal_debugbonecomponent);
+       Cvar_RegisterVariable(&r_skeletal_debugbonevalue);
+       Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
+       Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
+       Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+       Cvar_RegisterVariable(&mod_alias_supporttagscale);
+       for (i = 0;i < 320;i++)
+               mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
+}
+
+int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
+{
+       int i;
+       blendweights_t *weights;
+       if(!newweights->influence[1])
+               return newweights->index[0];
+       weights = model->surfmesh.data_blendweights;
+       for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
+       {
+               if (!memcmp(weights, newweights, sizeof(blendweights_t)))
+                       return model->num_bones + i;
+       }
+       model->surfmesh.num_blends++;
+       memcpy(weights, newweights, sizeof(blendweights_t));
+       return model->num_bones + i;
+}
+
+int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
+{
+       int i, total;
+       float scale;
+       blendweights_t newweights;
+       if(!newinfluence[1])
+               return newindex[0];
+       scale = 0;
+       for (i = 0;i < 4;i++)
+               scale += newinfluence[i];
+       scale = 255.0f / scale;
+       total = 0;
+       for (i = 0;i < 4;i++)
+       {
+               newweights.index[i] = newindex[i];
+               newweights.influence[i] = (unsigned char)(newinfluence[i] * scale);
+               total += newweights.influence[i];
+       }       
+       while (total > 255)
+       {
+               for (i = 0;i < 4;i++)
+               {
+                       if(newweights.influence[i] > 0 && total > 255) 
+                       { 
+                               newweights.influence[i]--;
+                               total--; 
+                       }
+               }
+       }
+       while (total < 255)
+       {
+               for (i = 0; i < 4;i++)
+               {
+                       if(newweights.influence[i] < 255 && total < 255) 
+                       { 
+                               newweights.influence[i]++; 
+                               total++; 
+                       }
+               }
+       }
+       return Mod_Skeletal_AddBlend(model, &newweights);
 }
 
-// LordHavoc: proper bounding box considerations
-static float aliasbboxmin[3], aliasbboxmax[3], modelyawradius, modelradius;
+static int maxbonepose = 0;
+static float (*bonepose)[12] = NULL;
 
-static float vertst[MAXALIASVERTS][2];
-static int vertusage[MAXALIASVERTS];
-static int vertonseam[MAXALIASVERTS];
-static int vertremap[MAXALIASVERTS];
-static int temptris[MAXALIASTRIS][3];
+void Mod_Skeletal_FreeBuffers(void)
+{
+       if(bonepose)
+               Mem_Free(bonepose);
+       maxbonepose = 0;
+       bonepose = NULL;
+}
 
-static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, aliasvertex_t *out)
+void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
 {
-       int i, j;
-       float dist;
-       vec3_t temp;
-       for (i = 0;i < inverts;i++)
+       // vertex weighted skeletal
+       int i, k;
+       int blends;
+       float m[12];
+       float (*boneposerelative)[12];
+       const blendweights_t * RESTRICT weights;
+
+       if (maxbonepose < model->num_bones*2 + model->surfmesh.num_blends)
        {
-               if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply...
-                       continue;
+               if (bonepose)
+                       Mem_Free(bonepose);
+               maxbonepose = model->num_bones*2 + model->surfmesh.num_blends;
+               bonepose = (float (*)[12])Mem_Alloc(r_main_mempool, maxbonepose * sizeof(float[12]));
+       }
 
-               temp[0] = v[i].v[0] * scale[0] + translate[0];
-               temp[1] = v[i].v[1] * scale[1] + translate[1];
-               temp[2] = v[i].v[2] * scale[2] + translate[2];
-               // update bounding box
-               if (temp[0] < aliasbboxmin[0]) aliasbboxmin[0] = temp[0];
-               if (temp[1] < aliasbboxmin[1]) aliasbboxmin[1] = temp[1];
-               if (temp[2] < aliasbboxmin[2]) aliasbboxmin[2] = temp[2];
-               if (temp[0] > aliasbboxmax[0]) aliasbboxmax[0] = temp[0];
-               if (temp[1] > aliasbboxmax[1]) aliasbboxmax[1] = temp[1];
-               if (temp[2] > aliasbboxmax[2]) aliasbboxmax[2] = temp[2];
-               dist = temp[0]*temp[0]+temp[1]*temp[1];
-               if (modelyawradius < dist)
-                       modelyawradius = dist;
-               dist += temp[2]*temp[2];
-               if (modelradius < dist)
-                       modelradius = dist;
+       boneposerelative = bonepose + model->num_bones;
 
-               j = vertremap[i]; // not onseam
-               if (j >= 0)
-                       VectorCopy(temp, out[j].origin);
-               j = vertremap[i+inverts]; // onseam
-               if (j >= 0)
-                       VectorCopy(temp, out[j].origin);
+       if (skeleton && !skeleton->relativetransforms)
+               skeleton = NULL;
+
+       // interpolate matrices
+       if (skeleton)
+       {
+               for (i = 0;i < model->num_bones;i++)
+               {
+                       Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+                       if (model->data_bones[i].parent >= 0)
+                               R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                       else
+                               memcpy(bonepose[i], m, sizeof(m));
+
+                       // create a relative deformation matrix to describe displacement
+                       // from the base mesh, which is used by the actual weighting
+                       R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
+               }
+       }
+       else
+       {
+               float originscale = model->num_posescale;
+               float x,y,z,w,lerp;
+               const short * RESTRICT pose6s;
+               for (i = 0;i < model->num_bones;i++)
+               {
+                       memset(m, 0, sizeof(m));
+                       for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+                       {
+                               pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
+                               lerp = frameblend[blends].lerp;
+                               x = pose6s[3] * (1.0f / 32767.0f);
+                               y = pose6s[4] * (1.0f / 32767.0f);
+                               z = pose6s[5] * (1.0f / 32767.0f);
+                               w = 1.0f - (x*x+y*y+z*z);
+                               w = w > 0.0f ? -sqrt(w) : 0.0f;
+                               m[ 0] += (1-2*(y*y+z*z)) * lerp;
+                               m[ 1] += (  2*(x*y-z*w)) * lerp;
+                               m[ 2] += (  2*(x*z+y*w)) * lerp;
+                               m[ 3] += (pose6s[0] * originscale) * lerp;
+                               m[ 4] += (  2*(x*y+z*w)) * lerp;
+                               m[ 5] += (1-2*(x*x+z*z)) * lerp;
+                               m[ 6] += (  2*(y*z-x*w)) * lerp;
+                               m[ 7] += (pose6s[1] * originscale) * lerp;
+                               m[ 8] += (  2*(x*z-y*w)) * lerp;
+                               m[ 9] += (  2*(y*z+x*w)) * lerp;
+                               m[10] += (1-2*(x*x+y*y)) * lerp;
+                               m[11] += (pose6s[2] * originscale) * lerp;
+                       }
+                       VectorNormalize(m       );
+                       VectorNormalize(m + 4);
+                       VectorNormalize(m + 8);
+                       if (i == r_skeletal_debugbone.integer)
+                               m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+                       m[3] *= r_skeletal_debugtranslatex.value;
+                       m[7] *= r_skeletal_debugtranslatey.value;
+                       m[11] *= r_skeletal_debugtranslatez.value;
+                       if (model->data_bones[i].parent >= 0)
+                               R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                       else
+                               memcpy(bonepose[i], m, sizeof(m));
+                       // create a relative deformation matrix to describe displacement
+                       // from the base mesh, which is used by the actual weighting
+                       R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
+               }
+       }
+       
+       // generate matrices for all blend combinations
+       weights = model->surfmesh.data_blendweights;
+       for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
+       {
+               float * RESTRICT b = boneposerelative[model->num_bones + i];
+               const float * RESTRICT m = boneposerelative[weights->index[0]];
+               float f = weights->influence[0] * (1.0f / 255.0f);
+               b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
+               b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
+               b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
+               for (k = 1;k < 4 && weights->influence[k];k++)
+               {
+                       m = boneposerelative[weights->index[k]];
+                       f = weights->influence[k] * (1.0f / 255.0f);
+                       b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
+                       b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
+                       b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
+               }
+       }
+
+       // transform vertex attributes by blended matrices
+       if (vertex3f)
+       {
+               const float * RESTRICT v = model->surfmesh.data_vertex3f;
+               const unsigned short * RESTRICT b = model->surfmesh.blends;
+               // special case common combinations of attributes to avoid repeated loading of matrices
+               if (normal3f)
+               {
+                       const float * RESTRICT n = model->surfmesh.data_normal3f;
+                       if (svector3f && tvector3f)
+                       {
+                               const float * RESTRICT sv = model->surfmesh.data_svector3f;
+                               const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+                               for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, sv += 3, tv += 3, b++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
+                               {
+                                       const float * RESTRICT m = boneposerelative[*b];
+                                       vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                       vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                       vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                                       normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                       normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                       normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                                       svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                       svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                       svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                                       tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                       tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                       tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                               }
+                               return;
+                       }
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
+                       {
+                               const float * RESTRICT m = boneposerelative[*b];
+                               vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                               vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                               vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                               normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                               normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                               normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, b++, vertex3f += 3)
+                       {
+                               const float * RESTRICT m = boneposerelative[*b];
+                               vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                               vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                               vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                       }
+               }
+       }
+       else if (normal3f)
+       {
+               const float * RESTRICT n = model->surfmesh.data_normal3f;
+               const unsigned short * RESTRICT b = model->surfmesh.blends;
+               for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, b++, normal3f += 3)
+               {
+                       const float * RESTRICT m = boneposerelative[*b];
+                       normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                       normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                       normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+               }
+       }
+
+       if (svector3f)
+       {
+               const float * RESTRICT sv = model->surfmesh.data_svector3f;
+               const unsigned short * RESTRICT b = model->surfmesh.blends;
+               for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, b++, svector3f += 3)
+               {
+                       const float * RESTRICT m = boneposerelative[*b];
+                       svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                       svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                       svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+               }
+       }
+
+       if (tvector3f)
+       {
+               const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+               const unsigned short * RESTRICT b = model->surfmesh.blends;
+               for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, b++, tvector3f += 3)
+               {
+                       const float * RESTRICT m = boneposerelative[*b];
+                       tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                       tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                       tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+               }
+       }
+}
+
+void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+{
+       // vertex morph
+       int i, numblends, blendnum;
+       int numverts = model->surfmesh.num_vertices;
+       numblends = 0;
+       for (blendnum = 0;blendnum < MAX_FRAMEBLENDS;blendnum++)
+       {
+               //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
+               if (frameblend[blendnum].lerp > 0)
+                       numblends = blendnum + 1;
+       }
+       // special case for the first blend because it avoids some adds and the need to memset the arrays first
+       for (blendnum = 0;blendnum < numblends;blendnum++)
+       {
+               const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].subframe;
+               if (vertex3f)
+               {
+                       float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                               }
+                       }
+               }
+               // the yaw and pitch stored in md3 models are 8bit quantized angles
+               // (0-255), and as such a lookup table is very well suited to
+               // decoding them, and since cosine is equivilant to sine with an
+               // extra 45 degree rotation, this uses one lookup table for both
+               // sine and cosine with a +64 bias to get cosine.
+               if (normal3f)
+               {
+                       float lerp = frameblend[blendnum].lerp;
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 2] =                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 2] +=                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                               }
+                       }
+               }
+               if (svector3f)
+               {
+                       const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe;
+                       float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++, texvecvert++)
+                               {
+                                       VectorScale(texvecvert->svec, f, svector3f + i*3);
+                                       VectorScale(texvecvert->tvec, f, tvector3f + i*3);
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++, texvecvert++)
+                               {
+                                       VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+                                       VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
+                               }
+                       }
+               }
+       }
+}
+
+void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+{
+       // vertex morph
+       int i, numblends, blendnum;
+       int numverts = model->surfmesh.num_vertices;
+       float translate[3];
+       VectorClear(translate);
+       numblends = 0;
+       // blend the frame translates to avoid redundantly doing so on each vertex
+       // (a bit of a brain twister but it works)
+       for (blendnum = 0;blendnum < MAX_FRAMEBLENDS;blendnum++)
+       {
+               if (model->surfmesh.data_morphmd2framesize6f)
+                       VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6 + 3, translate);
+               else
+                       VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+               if (frameblend[blendnum].lerp > 0)
+                       numblends = blendnum + 1;
+       }
+       // special case for the first blend because it avoids some adds and the need to memset the arrays first
+       for (blendnum = 0;blendnum < numblends;blendnum++)
+       {
+               const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].subframe;
+               if (vertex3f)
+               {
+                       float scale[3];
+                       if (model->surfmesh.data_morphmd2framesize6f)
+                               VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale);
+                       else
+                               VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                               }
+                       }
+               }
+               // the vertex normals in mdl models are an index into a table of
+               // 162 unique values, this very crude quantization reduces the
+               // vertex normal to only one byte, which saves a lot of space but
+               // also makes lighting pretty coarse
+               if (normal3f)
+               {
+                       float lerp = frameblend[blendnum].lerp;
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                       VectorScale(vn, lerp, normal3f + i*3);
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                       VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+                               }
+                       }
+               }
+               if (svector3f)
+               {
+                       const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe;
+                       float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++, texvecvert++)
+                               {
+                                       VectorScale(texvecvert->svec, f, svector3f + i*3);
+                                       VectorScale(texvecvert->tvec, f, tvector3f + i*3);
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++, texvecvert++)
+                               {
+                                       VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+                                       VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
+                               }
+                       }
+               }
+       }
+}
+
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix)
+{
+       matrix4x4_t temp;
+       matrix4x4_t parentbonematrix;
+       matrix4x4_t tempbonematrix;
+       matrix4x4_t bonematrix;
+       matrix4x4_t blendmatrix;
+       int blendindex;
+       int parenttagindex;
+       int k;
+       float lerp;
+       const float *input;
+       float blendtag[12];
+       *outmatrix = identitymatrix;
+       if (skeleton && skeleton->relativetransforms)
+       {
+               if (tagindex < 0 || tagindex >= skeleton->model->num_bones)
+                       return 4;
+               *outmatrix = skeleton->relativetransforms[tagindex];
+               while ((tagindex = model->data_bones[tagindex].parent) >= 0)
+               {
+                       temp = *outmatrix;
+                       Matrix4x4_Concat(outmatrix, &skeleton->relativetransforms[tagindex], &temp);
+               }
+       }
+       else if (model->num_bones)
+       {
+               if (tagindex < 0 || tagindex >= model->num_bones)
+                       return 4;
+               Matrix4x4_Clear(&blendmatrix);
+               for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+               {
+                       lerp = frameblend[blendindex].lerp;
+                       Matrix4x4_FromBonePose6s(&bonematrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + tagindex));
+                       parenttagindex = tagindex;
+                       while ((parenttagindex = model->data_bones[parenttagindex].parent) >= 0)
+                       {
+                               Matrix4x4_FromBonePose6s(&parentbonematrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + parenttagindex));
+                               tempbonematrix = bonematrix;
+                               Matrix4x4_Concat(&bonematrix, &parentbonematrix, &tempbonematrix);
+                       }
+                       Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp);
+               }
+               *outmatrix = blendmatrix;
+       }
+       else if (model->num_tags)
+       {
+               if (tagindex < 0 || tagindex >= model->num_tags)
+                       return 4;
+               for (k = 0;k < 12;k++)
+                       blendtag[k] = 0;
+               for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+               {
+                       lerp = frameblend[blendindex].lerp;
+                       input = model->data_tags[frameblend[blendindex].subframe * model->num_tags + tagindex].matrixgl;
+                       for (k = 0;k < 12;k++)
+                               blendtag[k] += input[k] * lerp;
+               }
+               Matrix4x4_FromArray12FloatGL(outmatrix, blendtag);
+       }
+
+       if(!mod_alias_supporttagscale.integer)
+               Matrix4x4_Normalize3(outmatrix, outmatrix);
+
+       return 0;
+}
+
+int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix)
+{
+       int blendindex;
+       int k;
+       float lerp;
+       matrix4x4_t bonematrix;
+       matrix4x4_t blendmatrix;
+       const float *input;
+       float blendtag[12];
+
+       if (skeleton && skeleton->relativetransforms)
+       {
+               if (tagindex < 0 || tagindex >= skeleton->model->num_bones)
+                       return 1;
+               *parentindex = skeleton->model->data_bones[tagindex].parent;
+               *tagname = skeleton->model->data_bones[tagindex].name;
+               *tag_localmatrix = skeleton->relativetransforms[tagindex];
+               return 0;
+       }
+       else if (model->num_bones)
+       {
+               if (tagindex < 0 || tagindex >= model->num_bones)
+                       return 1;
+               *parentindex = model->data_bones[tagindex].parent;
+               *tagname = model->data_bones[tagindex].name;
+               Matrix4x4_Clear(&blendmatrix);
+               for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+               {
+                       lerp = frameblend[blendindex].lerp;
+                       Matrix4x4_FromBonePose6s(&bonematrix, model->num_posescale, model->data_poses6s + 6 * (frameblend[blendindex].subframe * model->num_bones + tagindex));
+                       Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp);
+               }
+               *tag_localmatrix = blendmatrix;
+               return 0;
+       }
+       else if (model->num_tags)
+       {
+               if (tagindex < 0 || tagindex >= model->num_tags)
+                       return 1;
+               *parentindex = -1;
+               *tagname = model->data_tags[tagindex].name;
+               for (k = 0;k < 12;k++)
+                       blendtag[k] = 0;
+               for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+               {
+                       lerp = frameblend[blendindex].lerp;
+                       input = model->data_tags[frameblend[blendindex].subframe * model->num_tags + tagindex].matrixgl;
+                       for (k = 0;k < 12;k++)
+                               blendtag[k] += input[k] * lerp;
+               }
+               Matrix4x4_FromArray12FloatGL(tag_localmatrix, blendtag);
+               return 0;
        }
+
+       return 2;
 }
 
-static void Mod_BuildAliasVertexTextureVectors(int numtriangles, const int *elements, int numverts, aliasvertex_t *vertices, const float *texcoords, float *vertexbuffer, float *svectorsbuffer, float *tvectorsbuffer, float *normalsbuffer)
+int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname)
 {
        int i;
-       for (i = 0;i < numverts;i++)
-               VectorCopy(vertices[i].origin, &vertexbuffer[i * 4]);
-       Mod_BuildTextureVectorsAndNormals(numverts, numtriangles, vertexbuffer, texcoords, elements, svectorsbuffer, tvectorsbuffer, normalsbuffer);
-       for (i = 0;i < numverts;i++)
+       if(skin >= (unsigned int)model->numskins)
+               skin = 0;
+       if (model->num_bones)
+               for (i = 0;i < model->num_bones;i++)
+                       if (!strcasecmp(tagname, model->data_bones[i].name))
+                               return i + 1;
+       if (model->num_tags)
+               for (i = 0;i < model->num_tags;i++)
+                       if (!strcasecmp(tagname, model->data_tags[i].name))
+                               return i + 1;
+       return 0;
+}
+
+static void Mod_BuildBaseBonePoses(void)
+{
+       int boneindex;
+       matrix4x4_t *basebonepose;
+       float *outinvmatrix = loadmodel->data_baseboneposeinverse;
+       matrix4x4_t bonematrix;
+       matrix4x4_t tempbonematrix;
+       if (!loadmodel->num_bones)
+               return;
+       basebonepose = (matrix4x4_t *)Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(matrix4x4_t));
+       for (boneindex = 0;boneindex < loadmodel->num_bones;boneindex++)
+       {
+               Matrix4x4_FromBonePose6s(&bonematrix, loadmodel->num_posescale, loadmodel->data_poses6s + 6 * boneindex);
+               if (loadmodel->data_bones[boneindex].parent >= 0)
+               {
+                       tempbonematrix = bonematrix;
+                       Matrix4x4_Concat(&bonematrix, basebonepose + loadmodel->data_bones[boneindex].parent, &tempbonematrix);
+               }
+               basebonepose[boneindex] = bonematrix;
+               Matrix4x4_Invert_Simple(&tempbonematrix, basebonepose + boneindex);
+               Matrix4x4_ToArray12FloatD3D(&tempbonematrix, outinvmatrix + 12*boneindex);
+       }
+       Mem_Free(basebonepose);
+}
+
+static void Mod_Alias_CalculateBoundingBox(void)
+{
+       int vnum;
+       qboolean firstvertex = true;
+       float dist, yawradius, radius;
+       float *v;
+       float *vertex3f;
+       frameblend_t frameblend[MAX_FRAMEBLENDS];
+       memset(frameblend, 0, sizeof(frameblend));
+       frameblend[0].lerp = 1;
+       vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+       VectorClear(loadmodel->normalmins);
+       VectorClear(loadmodel->normalmaxs);
+       yawradius = 0;
+       radius = 0;
+       for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
+       {
+               loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+               for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+               {
+                       if (firstvertex)
+                       {
+                               firstvertex = false;
+                               VectorCopy(v, loadmodel->normalmins);
+                               VectorCopy(v, loadmodel->normalmaxs);
+                       }
+                       else
+                       {
+                               if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+                               if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+                               if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+                               if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+                               if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+                               if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+                       }
+                       dist = v[0] * v[0] + v[1] * v[1];
+                       if (yawradius < dist)
+                               yawradius = dist;
+                       dist += v[2] * v[2];
+                       if (radius < dist)
+                               radius = dist;
+               }
+       }
+       if (vertex3f)
+               Mem_Free(vertex3f);
+       radius = sqrt(radius);
+       yawradius = sqrt(yawradius);
+       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
+       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = yawradius;
+       loadmodel->yawmins[2] = loadmodel->normalmins[2];
+       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+       loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
+       loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
+       loadmodel->radius = radius;
+       loadmodel->radius2 = radius * radius;
+}
+
+static void Mod_Alias_MorphMesh_CompileFrames(void)
+{
+       int i, j;
+       frameblend_t frameblend[MAX_FRAMEBLENDS];
+       unsigned char *datapointer;
+       memset(frameblend, 0, sizeof(frameblend));
+       frameblend[0].lerp = 1;
+       datapointer = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * (sizeof(float[3]) * 4 + loadmodel->surfmesh.num_morphframes * sizeof(texvecvertex_t)));
+       loadmodel->surfmesh.data_vertex3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_morphtexvecvertex = (texvecvertex_t *)datapointer;datapointer += loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices * sizeof(texvecvertex_t);
+       // this counts down from the last frame to the first so that the final data in surfmesh is for frame zero (which is what the renderer expects to be there)
+       for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--)
+       {
+               frameblend[0].subframe = i;
+               loadmodel->AnimateVertices(loadmodel, frameblend, NULL, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL);
+               Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+               // encode the svector and tvector in 3 byte format for permanent storage
+               for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
+               {
+                       VectorScaleCast(loadmodel->surfmesh.data_svector3f + j * 3, 127.0f, signed char, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].svec);
+                       VectorScaleCast(loadmodel->surfmesh.data_tvector3f + j * 3, 127.0f, signed char, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].tvec);
+               }
+       }
+}
+
+static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+{
+       int i;
+       float segmentmins[3], segmentmaxs[3];
+       msurface_t *surface;
+       static int maxvertices = 0;
+       static float *vertex3f = NULL;
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       if (maxvertices < model->surfmesh.num_vertices)
+       {
+               if (vertex3f)
+                       Z_Free(vertex3f);
+               maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+               vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
+       }
+       segmentmins[0] = min(start[0], end[0]) - 1;
+       segmentmins[1] = min(start[1], end[1]) - 1;
+       segmentmins[2] = min(start[2], end[2]) - 1;
+       segmentmaxs[0] = max(start[0], end[0]) + 1;
+       segmentmaxs[1] = max(start[1], end[1]) + 1;
+       segmentmaxs[2] = max(start[2], end[2]) + 1;
+       model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+       for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+               Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+}
+
+static int maxvertices = 0;
+static float *vertex3f = NULL;
+
+static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+{
+       int i;
+       vec3_t shiftstart, shiftend;
+       float segmentmins[3], segmentmaxs[3];
+       msurface_t *surface;
+       colboxbrushf_t thisbrush_start, thisbrush_end;
+       vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
+
+       if (VectorCompare(boxmins, boxmaxs))
+       {
+               VectorAdd(start, boxmins, shiftstart);
+               VectorAdd(end, boxmins, shiftend);
+               Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
+               VectorSubtract(trace->endpos, boxmins, trace->endpos);
+               return;
+       }
+
+       // box trace, performed as brush trace
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       if (maxvertices < model->surfmesh.num_vertices)
+       {
+               if (vertex3f)
+                       Z_Free(vertex3f);
+               maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+               vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
+       }
+       segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
+       segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
+       segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
+       segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1;
+       segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1;
+       segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1;
+       VectorAdd(start, boxmins, boxstartmins);
+       VectorAdd(start, boxmaxs, boxstartmaxs);
+       VectorAdd(end, boxmins, boxendmins);
+       VectorAdd(end, boxmaxs, boxendmaxs);
+       Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
+       Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
+       if (maxvertices < model->surfmesh.num_vertices)
+       {
+               if (vertex3f)
+                       Z_Free(vertex3f);
+               maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+               vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
+       }
+       model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+       for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+               Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+}
+
+static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
+{
+       int i, j;
+       for (i = 0;i < inverts;i++)
        {
-               // LordHavoc: alias models are backwards, apparently
-               vertices[i].normal[0] = normalsbuffer[i * 4 + 0];
-               vertices[i].normal[1] = normalsbuffer[i * 4 + 1];
-               vertices[i].normal[2] = normalsbuffer[i * 4 + 2];
-               vertices[i].svector[0] = svectorsbuffer[i * 4 + 0];
-               vertices[i].svector[1] = svectorsbuffer[i * 4 + 1];
-               vertices[i].svector[2] = svectorsbuffer[i * 4 + 2];
+               if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply...
+                       continue;
+               j = vertremap[i]; // not onseam
+               if (j >= 0)
+                       out[j] = v[i];
+               j = vertremap[i+inverts]; // onseam
+               if (j >= 0)
+                       out[j] = v[i];
        }
 }
 
-static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, vec3_t translate, int *elements, float *texcoords, aliasvertex_t *posedata)
+static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *vertremap)
 {
        int i, f, pose, groupframes;
-       float interval, *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer;
+       float interval;
        daliasframetype_t *pframetype;
        daliasframe_t *pinframe;
        daliasgroup_t *group;
@@ -102,10 +865,6 @@ static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, v
        animscene_t *scene;
        pose = 0;
        scene = loadmodel->animscenes;
-       vertexbuffer = Mem_Alloc(tempmempool, loadmodel->numverts * sizeof(float[4]) * 4);
-       svectorsbuffer = vertexbuffer + loadmodel->numverts * 4;
-       tvectorsbuffer = svectorsbuffer + loadmodel->numverts * 4;
-       normalsbuffer = tvectorsbuffer + loadmodel->numverts * 4;
        for (f = 0;f < loadmodel->numframes;f++)
        {
                pframetype = (daliasframetype_t *)datapointer;
@@ -129,13 +888,16 @@ static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, v
 
                        interval = LittleFloat (intervals->interval); // FIXME: support variable framerate groups
                        if (interval < 0.01f)
-                               Host_Error("Mod_LoadAliasGroup: invalid interval");
+                       {
+                               Con_Printf("%s has an invalid interval %f, changing to 0.1\n", loadmodel->name, interval);
+                               interval = 0.1f;
+                       }
                }
 
                // get scene name from first frame
                pinframe = (daliasframe_t *)datapointer;
 
-               strcpy(scene->name, pinframe->name);
+               strlcpy(scene->name, pinframe->name, sizeof(scene->name));
                scene->firstframe = pose;
                scene->framecount = groupframes;
                scene->framerate = 1.0f / interval;
@@ -147,200 +909,89 @@ static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, v
                {
                        pinframe = (daliasframe_t *)datapointer;
                        datapointer += sizeof(daliasframe_t);
-                       Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, posedata + pose * loadmodel->numverts);
-                       Mod_BuildAliasVertexTextureVectors(loadmodel->numtris, elements, loadmodel->numverts, posedata + pose * loadmodel->numverts, texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer);
+                       Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap);
                        datapointer += sizeof(trivertx_t) * inverts;
                        pose++;
                }
        }
-       Mem_Free(vertexbuffer);
-}
-
-static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int precache)
-{
-       int i;
-       for (i = 0;i < width*height;i++)
-               if (((qbyte *)&palette[in[i]])[3] > 0)
-                       return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, (r_mipskins.integer ? TEXF_MIPMAP : 0) | (precache ? TEXF_PRECACHE : 0), palette);
-       return NULL;
-}
-
-static int Mod_LoadExternalSkin (char *basename, skinframe_t *skinframe, int precache)
-{
-       skinframe->base   = loadtextureimagewithmaskandnmap(loadmodel->texturepool, va("%s_normal", basename), 0, 0, false, TEXF_ALPHA | (precache ? TEXF_PRECACHE : 0) | (r_mipskins.integer ? TEXF_MIPMAP : 0), 1);
-       if (!skinframe->base)
-               skinframe->base   = loadtextureimagewithmaskandnmap(loadmodel->texturepool, basename, 0, 0, false, TEXF_ALPHA | (precache ? TEXF_PRECACHE : 0) | (r_mipskins.integer ? TEXF_MIPMAP : 0), 1);
-       skinframe->fog    = image_masktex;
-       skinframe->nmap   = image_nmaptex;
-       skinframe->gloss  = loadtextureimage(loadmodel->texturepool, va("%s_gloss" , basename), 0, 0, false, TEXF_ALPHA | (precache ? TEXF_PRECACHE : 0) | (r_mipskins.integer ? TEXF_MIPMAP : 0));
-       skinframe->pants  = loadtextureimage(loadmodel->texturepool, va("%s_pants" , basename), 0, 0, false, TEXF_ALPHA | (precache ? TEXF_PRECACHE : 0) | (r_mipskins.integer ? TEXF_MIPMAP : 0));
-       skinframe->shirt  = loadtextureimage(loadmodel->texturepool, va("%s_shirt" , basename), 0, 0, false, TEXF_ALPHA | (precache ? TEXF_PRECACHE : 0) | (r_mipskins.integer ? TEXF_MIPMAP : 0));
-       skinframe->glow   = loadtextureimage(loadmodel->texturepool, va("%s_glow"  , basename), 0, 0, false, TEXF_ALPHA | (precache ? TEXF_PRECACHE : 0) | (r_mipskins.integer ? TEXF_MIPMAP : 0));
-       skinframe->merged = NULL;
-       return skinframe->base != NULL || skinframe->pants != NULL || skinframe->shirt != NULL || skinframe->glow != NULL;
 }
 
-static int Mod_LoadInternalSkin (char *basename, qbyte *skindata, int width, int height, skinframe_t *skinframe, int precache)
+static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
 {
-       qbyte *temp1, *temp2;
-       if (!skindata)
-               return false;
-       temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
-       temp2 = temp1 + width * height * 4;
-       Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
-       Image_HeightmapToNormalmap(temp1, temp2, width, height, false, 1);
-       skinframe->nmap   = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, (r_mipskins.integer ? TEXF_MIPMAP : 0) | (precache ? TEXF_PRECACHE : 0), NULL);
-       Mem_Free(temp1);
-       skinframe->gloss  = NULL;
-       skinframe->pants  = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, false); // pants
-       skinframe->shirt  = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, false); // shirt
-       skinframe->glow   = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, precache); // glow
-       if (skinframe->pants || skinframe->shirt)
-       {
-               skinframe->base   = GL_TextureForSkinLayer(skindata, width, height, va("%s_normal", basename), palette_nocolormapnofullbrights, false); // normal (no special colors)
-               skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_body", basename), palette_nofullbrights, precache); // body (normal + pants + shirt, but not glow)
-       }
-       else
-               skinframe->base   = GL_TextureForSkinLayer(skindata, width, height, va("%s_base", basename), palette_nofullbrights, precache); // no special colors
-       // quake model skins don't have alpha
-       skinframe->fog = NULL;
-       return true;
+       if (cls.state == ca_dedicated)
+               return;
+       // hack
+       if (!skinframe)
+               skinframe = R_SkinFrame_LoadMissing();
+       memset(texture, 0, sizeof(*texture));
+       texture->currentframe = texture;
+       //texture->animated = false;
+       texture->numskinframes = 1;
+       texture->skinframerate = 1;
+       texture->skinframes[0] = skinframe;
+       texture->currentskinframe = skinframe;
+       //texture->backgroundnumskinframes = 0;
+       //texture->customblendfunc[0] = 0;
+       //texture->customblendfunc[1] = 0;
+       //texture->surfaceflags = 0;
+       //texture->supercontents = 0;
+       //texture->surfaceparms = 0;
+       //texture->textureflags = 0;
+
+       texture->basematerialflags = MATERIALFLAG_WALL;
+       if (texture->currentskinframe->hasalpha)
+               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+       texture->currentmaterialflags = texture->basematerialflags;
+       texture->offsetmapping = OFFSETMAPPING_OFF;
+       texture->offsetscale = 1;
+       texture->specularscalemod = 1;
+       texture->specularpowermod = 1;
+       texture->surfaceflags = 0;
+       texture->supercontents = SUPERCONTENTS_SOLID;
+       if (!(texture->basematerialflags & MATERIALFLAG_BLENDED))
+               texture->supercontents |= SUPERCONTENTS_OPAQUE;
 }
 
-void Mod_BuildMDLMD2MeshInfo(int *elements, float *texcoords, aliasvertex_t *posedata)
+void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
 {
        int i;
-       aliasmesh_t *mesh;
-       aliasskin_t *skin;
-       aliaslayer_t *layer;
-       skinframe_t *skinframe;
-
-       loadmodel->aliasnum_meshes = 1;
-       mesh = loadmodel->aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->aliasnum_meshes * sizeof(aliasmesh_t));
-       mesh->num_skins = 0;
-       mesh->num_frames = 0;
-       for (i = 0;i < loadmodel->numframes;i++)
-               mesh->num_frames += loadmodel->animscenes[i].framecount;
-       for (i = 0;i < loadmodel->numskins;i++)
-               mesh->num_skins += loadmodel->skinscenes[i].framecount;
-       mesh->num_triangles = loadmodel->numtris;
-       mesh->num_vertices = loadmodel->numverts;
-       mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
-       mesh->data_elements = elements;
-       mesh->data_neighbors = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
-       Mod_ValidateElements(mesh->data_elements, loadmodel->numtris, loadmodel->numverts, __FILE__, __LINE__);
-       Mod_BuildTriangleNeighbors(mesh->data_neighbors, elements, loadmodel->numtris);
-       mesh->data_texcoords = texcoords;
-       mesh->data_vertices = posedata;
-       for (i = 0, skin = mesh->data_skins, skinframe = loadmodel->skinframes;i < mesh->num_skins;i++, skin++, skinframe++)
-       {
-               skin->flags = 0;
-               // fog texture only exists if some pixels are transparent...
-               if (skinframe->fog != NULL)
-                       skin->flags |= ALIASSKIN_TRANSPARENT;
-               // fog and gloss layers always exist
-               skin->num_layers = 2;
-               if (skinframe->glow != NULL)
-                       skin->num_layers++;
-               if (skinframe->merged != NULL)
-                       skin->num_layers += 2;
-               if (skinframe->base != NULL)
-                       skin->num_layers += 2;
-               if (skinframe->pants != NULL)
-                       skin->num_layers += 2;
-               if (skinframe->shirt != NULL)
-                       skin->num_layers += 2;
-               layer = skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
-               if (skinframe->glow != NULL)
-               {
-                       layer->flags = 0;
-                       layer->texture = skinframe->glow;
-                       layer++;
-               }
-               if (skinframe->merged != NULL)
-               {
-                       layer->flags = ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
-                       if (skinframe->glow != NULL)
-                               layer->flags |= ALIASLAYER_ADD;
-                       layer->texture = skinframe->merged;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               if (skinframe->base != NULL)
-               {
-                       layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
-                       if (skinframe->glow != NULL)
-                               layer->flags |= ALIASLAYER_ADD;
-                       layer->texture = skinframe->base;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               if (skinframe->pants != NULL)
-               {
-                       layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
-                       if (skinframe->glow != NULL || skinframe->base != NULL)
-                               layer->flags |= ALIASLAYER_ADD;
-                       layer->texture = skinframe->pants;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               if (skinframe->shirt != NULL)
-               {
-                       layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
-                       if (skinframe->glow != NULL || skinframe->base != NULL || skinframe->pants != NULL)
-                               layer->flags |= ALIASLAYER_ADD;
-                       layer->texture = skinframe->shirt;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               layer->flags = ALIASLAYER_FOG;
-               layer->texture = skinframe->fog;
-               layer++;
-               layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_SPECULAR;
-               layer->texture = skinframe->gloss;
-               layer->nmap = skinframe->nmap;
-               layer++;
-               if (skinframe->merged != NULL)
-               {
-                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
-                       layer->texture = skinframe->merged;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               if (skinframe->base != NULL)
-               {
-                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
-                       layer->texture = skinframe->base;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               if (skinframe->pants != NULL)
-               {
-                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_PANTS;
-                       layer->texture = skinframe->pants;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
-               }
-               if (skinframe->shirt != NULL)
-               {
-                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
-                       layer->texture = skinframe->shirt;
-                       layer->nmap = skinframe->nmap;
-                       layer++;
+       skinfileitem_t *skinfileitem;
+       if (skinfile)
+       {
+               // the skin += loadmodel->num_surfaces part of this is because data_textures on alias models is arranged as [numskins][numsurfaces]
+               for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces)
+               {
+                       memset(skin, 0, sizeof(*skin));
+                       // see if a mesh
+                       for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
+                       {
+                               // leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw"
+                               if (!strcmp(skinfileitem->name, meshname))
+                               {
+                                       Mod_LoadTextureFromQ3Shader(skin, skinfileitem->replacement, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+                                       break;
+                               }
+                       }
+                       if (!skinfileitem)
+                       {
+                               // don't render unmentioned meshes
+                               Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+                               skin->basematerialflags = skin->currentmaterialflags = MATERIALFLAG_NOSHADOW | MATERIALFLAG_NODRAW;
+                       }
                }
        }
+       else
+               Mod_LoadTextureFromQ3Shader(skin, shadername, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
 }
 
-#define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)\n", loadmodel->name, VALUE, MIN, MAX);
-#define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)\n", loadmodel->name, VALUE, MIN, MAX);
-extern void R_Model_Alias_Draw(entity_render_t *ent);
-extern void R_Model_Alias_DrawFakeShadow(entity_render_t *ent);
-extern void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
-void Mod_LoadAliasModel (model_t *mod, void *buffer)
+#define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)", loadmodel->name, VALUE, MIN, MAX);
+#define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)", loadmodel->name, VALUE, MIN, MAX);
+void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
-       int i, j, version, numverts, totalposes, totalskins, skinwidth, skinheight, totalverts, groupframes, groupskins, *elements;
-       float scales, scalet, scale[3], translate[3], interval, *texcoords;
+       int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
+       float scales, scalet, interval;
+       msurface_t *surface;
+       unsigned char *data;
        mdl_t *pinmodel;
        stvert_t *pinstverts;
        dtriangle_t *pintriangles;
@@ -349,16 +1000,16 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
        daliasskininterval_t *pinskinintervals;
        daliasframetype_t *pinframetype;
        daliasgroup_t *pinframegroup;
-       aliasvertex_t *posedata;
-       qbyte *datapointer, *startframes, *startskins;
+       unsigned char *datapointer, *startframes, *startskins;
        char name[MAX_QPATH];
-       skinframe_t tempskinframe;
+       skinframe_t *tempskinframe;
        animscene_t *tempskinscenes;
-       skinframe_t *tempskinframes;
-       modelyawradius = 0;
-       modelradius = 0;
+       texture_t *tempaliasskins;
+       float *vertst;
+       int *vertonseam, *vertremap;
+       skinfile_t *skinfiles;
 
-       datapointer = buffer;
+       datapointer = (unsigned char *)buffer;
        pinmodel = (mdl_t *)datapointer;
        datapointer += sizeof(mdl_t);
 
@@ -367,34 +1018,54 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
                Host_Error ("%s has wrong version number (%i should be %i)",
                                 loadmodel->name, version, ALIAS_VERSION);
 
+       loadmodel->modeldatatypestring = "MDL";
+
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ALIAS;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
        loadmodel->DrawSky = NULL;
-       loadmodel->Draw = R_Model_Alias_Draw;
-       loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
-       loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
-       loadmodel->DrawLight = R_Model_Alias_DrawLight;
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+
+       loadmodel->num_surfaces = 1;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->sortedmodelsurfaces[0] = 0;
 
        loadmodel->numskins = LittleLong(pinmodel->numskins);
-       BOUNDI(loadmodel->numskins,0,256);
+       BOUNDI(loadmodel->numskins,0,65536);
        skinwidth = LittleLong (pinmodel->skinwidth);
-       BOUNDI(skinwidth,0,4096);
+       BOUNDI(skinwidth,0,65536);
        skinheight = LittleLong (pinmodel->skinheight);
-       BOUNDI(skinheight,0,4096);
-       loadmodel->numverts = numverts = LittleLong(pinmodel->numverts);
-       BOUNDI(loadmodel->numverts,0,MAXALIASVERTS);
-       loadmodel->numtris = LittleLong(pinmodel->numtris);
-       BOUNDI(loadmodel->numtris,0,MAXALIASTRIS);
+       BOUNDI(skinheight,0,65536);
+       numverts = LittleLong(pinmodel->numverts);
+       BOUNDI(numverts,0,65536);
+       loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->numtris);
+       BOUNDI(loadmodel->surfmesh.num_triangles,0,65536);
        loadmodel->numframes = LittleLong(pinmodel->numframes);
        BOUNDI(loadmodel->numframes,0,65536);
-       loadmodel->synctype = LittleLong (pinmodel->synctype);
-       BOUNDI(loadmodel->synctype,0,2);
-       loadmodel->flags = LittleLong (pinmodel->flags);
+       loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype);
+       BOUNDI((int)loadmodel->synctype,0,2);
+       // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+       i = LittleLong (pinmodel->flags);
+       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
 
        for (i = 0;i < 3;i++)
        {
-               scale[i] = LittleFloat (pinmodel->scale[i]);
-               translate[i] = LittleFloat (pinmodel->scale_origin[i]);
+               loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]);
+               loadmodel->surfmesh.num_morphmdlframetranslate[i] = LittleFloat (pinmodel->scale_origin[i]);
        }
 
        startskins = datapointer;
@@ -424,10 +1095,10 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
        datapointer += sizeof(stvert_t) * numverts;
 
        pintriangles = (dtriangle_t *)datapointer;
-       datapointer += sizeof(dtriangle_t) * loadmodel->numtris;
+       datapointer += sizeof(dtriangle_t) * loadmodel->surfmesh.num_triangles;
 
        startframes = datapointer;
-       totalposes = 0;
+       loadmodel->surfmesh.num_morphframes = 0;
        for (i = 0;i < loadmodel->numframes;i++)
        {
                pinframetype = (daliasframetype_t *)datapointer;
@@ -446,217 +1117,228 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
                {
                        datapointer += sizeof(daliasframe_t);
                        datapointer += sizeof(trivertx_t) * numverts;
-                       totalposes++;
+                       loadmodel->surfmesh.num_morphframes++;
                }
        }
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
 
-       // load the skins
-       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
-       loadmodel->skinframes = Mem_Alloc(loadmodel->mempool, totalskins * sizeof(skinframe_t));
-       totalskins = 0;
-       datapointer = startskins;
-       for (i = 0;i < loadmodel->numskins;i++)
+       // store texture coordinates into temporary array, they will be stored
+       // after usage is determined (triangle data)
+       vertst = (float *)Mem_Alloc(tempmempool, numverts * 2 * sizeof(float[2]));
+       vertremap = (int *)Mem_Alloc(tempmempool, numverts * 3 * sizeof(int));
+       vertonseam = vertremap + numverts * 2;
+
+       scales = 1.0 / skinwidth;
+       scalet = 1.0 / skinheight;
+       for (i = 0;i < numverts;i++)
        {
-               pinskintype = (daliasskintype_t *)datapointer;
-               datapointer += sizeof(daliasskintype_t);
+               vertonseam[i] = LittleLong(pinstverts[i].onseam);
+               vertst[i*2+0] = (LittleLong(pinstverts[i].s) + 0.5) * scales;
+               vertst[i*2+1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet;
+               vertst[(i+numverts)*2+0] = vertst[i*2+0] + 0.5;
+               vertst[(i+numverts)*2+1] = vertst[i*2+1];
+       }
 
-               if (pinskintype->type == ALIAS_SKIN_SINGLE)
+// load triangle data
+       loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->surfmesh.num_triangles);
+
+       // read the triangle elements
+       for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
+               for (j = 0;j < 3;j++)
+                       loadmodel->surfmesh.data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
+       // validate (note numverts is used because this is the original data)
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__);
+       // now butcher the elements according to vertonseam and tri->facesfront
+       // and then compact the vertex set to remove duplicates
+       for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
+               if (!LittleLong(pintriangles[i].facesfront)) // backface
+                       for (j = 0;j < 3;j++)
+                               if (vertonseam[loadmodel->surfmesh.data_element3i[i*3+j]])
+                                       loadmodel->surfmesh.data_element3i[i*3+j] += numverts;
+       // count the usage
+       // (this uses vertremap to count usage to save some memory)
+       for (i = 0;i < numverts*2;i++)
+               vertremap[i] = 0;
+       for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+               vertremap[loadmodel->surfmesh.data_element3i[i]]++;
+       // build remapping table and compact array
+       loadmodel->surfmesh.num_vertices = 0;
+       for (i = 0;i < numverts*2;i++)
+       {
+               if (vertremap[i])
                {
-                       groupskins = 1;
-                       interval = 0.1f;
+                       vertremap[i] = loadmodel->surfmesh.num_vertices;
+                       vertst[loadmodel->surfmesh.num_vertices*2+0] = vertst[i*2+0];
+                       vertst[loadmodel->surfmesh.num_vertices*2+1] = vertst[i*2+1];
+                       loadmodel->surfmesh.num_vertices++;
                }
                else
-               {
-                       pinskingroup = (daliasskingroup_t *)datapointer;
-                       datapointer += sizeof(daliasskingroup_t);
-
-                       groupskins = LittleLong (pinskingroup->numskins);
-
-                       pinskinintervals = (daliasskininterval_t *)datapointer;
-                       datapointer += sizeof(daliasskininterval_t) * groupskins;
+                       vertremap[i] = -1; // not used at all
+       }
+       // remap the elements to the new vertex set
+       for (i = 0;i < loadmodel->surfmesh.num_triangles * 3;i++)
+               loadmodel->surfmesh.data_element3i[i] = vertremap[loadmodel->surfmesh.data_element3i[i]];
+       // store the texture coordinates
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->surfmesh.num_vertices);
+       for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
+       {
+               loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = vertst[i*2+0];
+               loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = vertst[i*2+1];
+       }
 
-                       interval = LittleFloat(pinskinintervals[0].interval);
-                       if (interval < 0.01f)
-                               Host_Error("Mod_LoadAliasModel: invalid interval\n");
-               }
+       // generate ushort elements array if possible
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
 
-               sprintf(loadmodel->skinscenes[i].name, "skin %i", i);
-               loadmodel->skinscenes[i].firstframe = totalskins;
-               loadmodel->skinscenes[i].framecount = groupskins;
-               loadmodel->skinscenes[i].framerate = 1.0f / interval;
-               loadmodel->skinscenes[i].loop = true;
+// load the frames
+       loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
+       loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
+       loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+       Mod_MDL_LoadFrames (startframes, numverts, vertremap);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       Mod_Alias_CalculateBoundingBox();
+       Mod_Alias_MorphMesh_CompileFrames();
+
+       Mem_Free(vertst);
+       Mem_Free(vertremap);
 
-               for (j = 0;j < groupskins;j++)
+       // load the skins
+       skinfiles = Mod_LoadSkinFiles();
+       if (skinfiles)
+       {
+               loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
+               Mod_FreeSkinFiles(skinfiles);
+               for (i = 0;i < loadmodel->numskins;i++)
                {
-                       if (groupskins > 1)
-                               sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
-                       else
-                               sprintf (name, "%s_%i", loadmodel->name, i);
-                       if (!Mod_LoadExternalSkin(name, loadmodel->skinframes + totalskins, i == 0))
-                               Mod_LoadInternalSkin(name, (qbyte *)datapointer, skinwidth, skinheight, loadmodel->skinframes + totalskins, i == 0);
-                       datapointer += skinwidth * skinheight;
-                       totalskins++;
+                       loadmodel->skinscenes[i].firstframe = i;
+                       loadmodel->skinscenes[i].framecount = 1;
+                       loadmodel->skinscenes[i].loop = true;
+                       loadmodel->skinscenes[i].framerate = 10;
                }
        }
-       // check for skins that don't exist in the model, but do exist as external images
-       // (this was added because yummyluv kept pestering me about support for it)
-       for (;;)
+       else
        {
-               sprintf (name, "%s_%i", loadmodel->name, loadmodel->numskins);
-               if (Mod_LoadExternalSkin(name, &tempskinframe, loadmodel->numskins == 0))
+               loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+               loadmodel->num_textures = loadmodel->num_surfaces * totalskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
+               totalskins = 0;
+               datapointer = startskins;
+               for (i = 0;i < loadmodel->numskins;i++)
+               {
+                       pinskintype = (daliasskintype_t *)datapointer;
+                       datapointer += sizeof(daliasskintype_t);
+
+                       if (pinskintype->type == ALIAS_SKIN_SINGLE)
+                       {
+                               groupskins = 1;
+                               interval = 0.1f;
+                       }
+                       else
+                       {
+                               pinskingroup = (daliasskingroup_t *)datapointer;
+                               datapointer += sizeof(daliasskingroup_t);
+
+                               groupskins = LittleLong (pinskingroup->numskins);
+
+                               pinskinintervals = (daliasskininterval_t *)datapointer;
+                               datapointer += sizeof(daliasskininterval_t) * groupskins;
+
+                               interval = LittleFloat(pinskinintervals[0].interval);
+                               if (interval < 0.01f)
+                               {
+                                       Con_Printf("%s has an invalid interval %f, changing to 0.1\n", loadmodel->name, interval);
+                                       interval = 0.1f;
+                               }
+                       }
+
+                       dpsnprintf(loadmodel->skinscenes[i].name, sizeof(loadmodel->skinscenes[i].name), "skin %i", i);
+                       loadmodel->skinscenes[i].firstframe = totalskins;
+                       loadmodel->skinscenes[i].framecount = groupskins;
+                       loadmodel->skinscenes[i].framerate = 1.0f / interval;
+                       loadmodel->skinscenes[i].loop = true;
+
+                       for (j = 0;j < groupskins;j++)
+                       {
+                               if (groupskins > 1)
+                                       dpsnprintf (name, sizeof(name), "%s_%i_%i", loadmodel->name, i, j);
+                               else
+                                       dpsnprintf (name, sizeof(name), "%s_%i", loadmodel->name, i);
+                               if (!Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS))
+                                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight));
+                               datapointer += skinwidth * skinheight;
+                               totalskins++;
+                       }
+               }
+               // check for skins that don't exist in the model, but do exist as external images
+               // (this was added because yummyluv kept pestering me about support for it)
+               // TODO: support shaders here?
+               while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
                {
                        // expand the arrays to make room
                        tempskinscenes = loadmodel->skinscenes;
-                       tempskinframes = loadmodel->skinframes;
-                       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t));
-                       loadmodel->skinframes = Mem_Alloc(loadmodel->mempool, (totalskins + 1) * sizeof(skinframe_t));
+                       loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t));
                        memcpy(loadmodel->skinscenes, tempskinscenes, loadmodel->numskins * sizeof(animscene_t));
-                       memcpy(loadmodel->skinframes, tempskinframes, totalskins * sizeof(skinframe_t));
                        Mem_Free(tempskinscenes);
-                       Mem_Free(tempskinframes);
+
+                       tempaliasskins = loadmodel->data_textures;
+                       loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * (totalskins + 1) * sizeof(texture_t));
+                       memcpy(loadmodel->data_textures, tempaliasskins, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
+                       Mem_Free(tempaliasskins);
+
                        // store the info about the new skin
-                       strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name);
+                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe);
+                       strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
                        loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
                        loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
                        loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
                        loadmodel->skinscenes[loadmodel->numskins].loop = true;
-                       loadmodel->skinframes[totalskins] = tempskinframe;
+
+                       //increase skin counts
                        loadmodel->numskins++;
                        totalskins++;
-               }
-               else
-                       break;
-       }
-
-       // store texture coordinates into temporary array, they will be stored after usage is determined (triangle data)
-       scales = 1.0 / skinwidth;
-       scalet = 1.0 / skinheight;
-       for (i = 0;i < numverts;i++)
-       {
-               vertonseam[i] = LittleLong(pinstverts[i].onseam);
-               vertst[i][0] = (LittleLong(pinstverts[i].s) + 0.5) * scales;
-               vertst[i][1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet;
-               vertst[i+numverts][0] = vertst[i][0] + 0.5;
-               vertst[i+numverts][1] = vertst[i][1];
-               vertusage[i] = 0;
-               vertusage[i+numverts] = 0;
-       }
-
-// load triangle data
-       elements = Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->numtris);
 
-       // count the vertices used
-       for (i = 0;i < numverts*2;i++)
-               vertusage[i] = 0;
-       for (i = 0;i < loadmodel->numtris;i++)
-       {
-               temptris[i][0] = LittleLong(pintriangles[i].vertindex[0]);
-               temptris[i][1] = LittleLong(pintriangles[i].vertindex[1]);
-               temptris[i][2] = LittleLong(pintriangles[i].vertindex[2]);
-               if (!LittleLong(pintriangles[i].facesfront)) // backface
-               {
-                       if (vertonseam[temptris[i][0]]) temptris[i][0] += numverts;
-                       if (vertonseam[temptris[i][1]]) temptris[i][1] += numverts;
-                       if (vertonseam[temptris[i][2]]) temptris[i][2] += numverts;
+                       // fix up the pointers since they are pointing at the old textures array
+                       // FIXME: this is a hack!
+                       for (j = 0;j < loadmodel->numskins * loadmodel->num_surfaces;j++)
+                               loadmodel->data_textures[j].currentframe = &loadmodel->data_textures[j];
                }
-               vertusage[temptris[i][0]]++;
-               vertusage[temptris[i][1]]++;
-               vertusage[temptris[i][2]]++;
-       }
-       // build remapping table and compact array
-       totalverts = 0;
-       for (i = 0;i < numverts*2;i++)
-       {
-               if (vertusage[i])
-               {
-                       vertremap[i] = totalverts;
-                       vertst[totalverts][0] = vertst[i][0];
-                       vertst[totalverts][1] = vertst[i][1];
-                       totalverts++;
-               }
-               else
-                       vertremap[i] = -1; // not used at all
        }
-       loadmodel->numverts = totalverts;
-       // remap the triangle references
-       for (i = 0;i < loadmodel->numtris;i++)
-       {
-               elements[i*3+0] = vertremap[temptris[i][0]];
-               elements[i*3+1] = vertremap[temptris[i][1]];
-               elements[i*3+2] = vertremap[temptris[i][2]];
-       }
-       // store the texture coordinates
-       texcoords = Mem_Alloc(loadmodel->mempool, sizeof(float[4]) * totalverts);
-       for (i = 0;i < totalverts;i++)
-       {
-               texcoords[i*4+0] = vertst[i][0];
-               texcoords[i*4+1] = vertst[i][1];
-       }
-
-// load the frames
-       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
-       posedata = Mem_Alloc(loadmodel->mempool, sizeof(aliasvertex_t) * totalposes * totalverts);
 
-       // LordHavoc: doing proper bbox for model
-       aliasbboxmin[0] = aliasbboxmin[1] = aliasbboxmin[2] = 1000000000;
-       aliasbboxmax[0] = aliasbboxmax[1] = aliasbboxmax[2] = -1000000000;
+       surface = loadmodel->data_surfaces;
+       surface->texture = loadmodel->data_textures;
+       surface->num_firsttriangle = 0;
+       surface->num_triangles = loadmodel->surfmesh.num_triangles;
+       surface->num_firstvertex = 0;
+       surface->num_vertices = loadmodel->surfmesh.num_vertices;
 
-       Mod_MDL_LoadFrames (startframes, numverts, scale, translate, elements, texcoords, posedata);
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 
-       modelyawradius = sqrt(modelyawradius);
-       modelradius = sqrt(modelradius);
-       for (j = 0;j < 3;j++)
+       if (!loadmodel->surfmesh.isanimated)
        {
-               loadmodel->normalmins[j] = aliasbboxmin[j];
-               loadmodel->normalmaxs[j] = aliasbboxmax[j];
-               loadmodel->rotatedmins[j] = -modelradius;
-               loadmodel->rotatedmaxs[j] = modelradius;
-       }
-       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -(loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelyawradius);
-       loadmodel->yawmins[2] = loadmodel->normalmins[2];
-       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
-       loadmodel->radius = modelradius;
-       loadmodel->radius2 = modelradius * modelradius;
-
-       Mod_BuildMDLMD2MeshInfo(elements, texcoords, posedata);
-}
-
-static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, aliasvertex_t *out, int *vertremap)
-{
-       int i;
-       float dist;
-       trivertx_t *in;
-       vec3_t temp;
-       for (i = 0;i < loadmodel->numverts;i++)
-       {
-               in = v + vertremap[i];
-               temp[0] = in->v[0] * scale[0] + translate[0];
-               temp[1] = in->v[1] * scale[1] + translate[1];
-               temp[2] = in->v[2] * scale[2] + translate[2];
-               // update bounding box
-               if (temp[0] < aliasbboxmin[0]) aliasbboxmin[0] = temp[0];
-               if (temp[1] < aliasbboxmin[1]) aliasbboxmin[1] = temp[1];
-               if (temp[2] < aliasbboxmin[2]) aliasbboxmin[2] = temp[2];
-               if (temp[0] > aliasbboxmax[0]) aliasbboxmax[0] = temp[0];
-               if (temp[1] > aliasbboxmax[1]) aliasbboxmax[1] = temp[1];
-               if (temp[2] > aliasbboxmax[2]) aliasbboxmax[2] = temp[2];
-               dist = temp[0]*temp[0]+temp[1]*temp[1];
-               if (modelyawradius < dist)
-                       modelyawradius = dist;
-               dist += temp[2]*temp[2];
-               if (modelradius < dist)
-                       modelradius = dist;
-               VectorCopy(temp, out[i].origin);
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
 }
 
-void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
+void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
-       int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, *elements;
-       float *stverts, s, t, scale[3], translate[3], *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer, *texcoords;
-       aliasvertex_t *posedata;
+       int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
+       float iskinwidth, iskinheight;
+       unsigned char *data;
+       msurface_t *surface;
        md2_t *pinmodel;
-       qbyte *base, *datapointer;
+       unsigned char *base, *datapointer;
        md2frame_t *pinframe;
        char *inskin;
        md2triangle_t *intri;
@@ -664,241 +1346,453 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
        struct md2verthash_s
        {
                struct md2verthash_s *next;
-               int xyz;
-               float st[2];
+               unsigned short xyz;
+               unsigned short st;
        }
        *hash, **md2verthash, *md2verthashdata;
+       skinfile_t *skinfiles;
 
-       pinmodel = buffer;
-       base = buffer;
+       pinmodel = (md2_t *)buffer;
+       base = (unsigned char *)buffer;
 
        version = LittleLong (pinmodel->version);
        if (version != MD2ALIAS_VERSION)
                Host_Error ("%s has wrong version number (%i should be %i)",
                        loadmodel->name, version, MD2ALIAS_VERSION);
 
+       loadmodel->modeldatatypestring = "MD2";
+
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ALIAS;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
        loadmodel->DrawSky = NULL;
-       loadmodel->Draw = R_Model_Alias_Draw;
-       loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
-       loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
-       loadmodel->DrawLight = R_Model_Alias_DrawLight;
-
-       if (LittleLong(pinmodel->num_tris < 1) || LittleLong(pinmodel->num_tris) > MD2MAX_TRIANGLES)
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+
+       if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
                Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris));
-       if (LittleLong(pinmodel->num_xyz < 1) || LittleLong(pinmodel->num_xyz) > MD2MAX_VERTS)
+       if (LittleLong(pinmodel->num_xyz) < 1 || LittleLong(pinmodel->num_xyz) > 65536)
                Host_Error ("%s has invalid number of vertices: %i", loadmodel->name, LittleLong(pinmodel->num_xyz));
-       if (LittleLong(pinmodel->num_frames < 1) || LittleLong(pinmodel->num_frames) > MD2MAX_FRAMES)
+       if (LittleLong(pinmodel->num_frames) < 1 || LittleLong(pinmodel->num_frames) > 65536)
                Host_Error ("%s has invalid number of frames: %i", loadmodel->name, LittleLong(pinmodel->num_frames));
-       if (LittleLong(pinmodel->num_skins < 0) || LittleLong(pinmodel->num_skins) > MAX_SKINS)
+       if (LittleLong(pinmodel->num_skins) < 0 || LittleLong(pinmodel->num_skins) > 256)
                Host_Error ("%s has invalid number of skins: %i", loadmodel->name, LittleLong(pinmodel->num_skins));
 
        end = LittleLong(pinmodel->ofs_end);
-       if (LittleLong(pinmodel->num_skins) >= 1 && (LittleLong(pinmodel->ofs_skins <= 0) || LittleLong(pinmodel->ofs_skins) >= end))
+       if (LittleLong(pinmodel->num_skins) >= 1 && (LittleLong(pinmodel->ofs_skins) <= 0 || LittleLong(pinmodel->ofs_skins) >= end))
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_st <= 0) || LittleLong(pinmodel->ofs_st) >= end)
+       if (LittleLong(pinmodel->ofs_st) <= 0 || LittleLong(pinmodel->ofs_st) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_tris <= 0) || LittleLong(pinmodel->ofs_tris) >= end)
+       if (LittleLong(pinmodel->ofs_tris) <= 0 || LittleLong(pinmodel->ofs_tris) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_frames <= 0) || LittleLong(pinmodel->ofs_frames) >= end)
+       if (LittleLong(pinmodel->ofs_frames) <= 0 || LittleLong(pinmodel->ofs_frames) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_glcmds <= 0) || LittleLong(pinmodel->ofs_glcmds) >= end)
+       if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
 
        loadmodel->numskins = LittleLong(pinmodel->num_skins);
        numxyz = LittleLong(pinmodel->num_xyz);
        numst = LittleLong(pinmodel->num_st);
-       loadmodel->numtris = LittleLong(pinmodel->num_tris);
+       loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
+       loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
+       skinwidth = LittleLong(pinmodel->skinwidth);
+       skinheight = LittleLong(pinmodel->skinheight);
+       iskinwidth = 1.0f / skinwidth;
+       iskinheight = 1.0f / skinheight;
+
+       loadmodel->num_surfaces = 1;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->sortedmodelsurfaces[0] = 0;
+       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+       loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
+       loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
 
-       loadmodel->flags = 0; // there are no MD2 flags
        loadmodel->synctype = ST_RAND;
 
        // load the skins
-       inskin = (void*)(base + LittleLong(pinmodel->ofs_skins));
-       if (loadmodel->numskins)
+       inskin = (char *)(base + LittleLong(pinmodel->ofs_skins));
+       skinfiles = Mod_LoadSkinFiles();
+       if (skinfiles)
        {
-               loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins + sizeof(skinframe_t) * loadmodel->numskins);
-               loadmodel->skinframes = (void *)(loadmodel->skinscenes + loadmodel->numskins);
-               for (i = 0;i < loadmodel->numskins;i++)
-               {
-                       loadmodel->skinscenes[i].firstframe = i;
-                       loadmodel->skinscenes[i].framecount = 1;
-                       loadmodel->skinscenes[i].loop = true;
-                       loadmodel->skinscenes[i].framerate = 10;
-                       loadmodel->skinframes[i].base = loadtextureimagewithmaskandnmap (loadmodel->texturepool, inskin, 0, 0, true, TEXF_ALPHA | TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0), 1);
-                       loadmodel->skinframes[i].fog = image_masktex;
-                       loadmodel->skinframes[i].nmap = image_nmaptex;
-                       loadmodel->skinframes[i].gloss = NULL;
-                       loadmodel->skinframes[i].pants = NULL;
-                       loadmodel->skinframes[i].shirt = NULL;
-                       loadmodel->skinframes[i].glow = NULL;
-                       loadmodel->skinframes[i].merged = NULL;
-                       inskin += MD2MAX_SKINNAME;
-               }
+               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
+               Mod_FreeSkinFiles(skinfiles);
+       }
+       else if (loadmodel->numskins)
+       {
+               // skins found (most likely not a player model)
+               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+               for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
+                       Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+       }
+       else
+       {
+               // no skins (most likely a player model)
+               loadmodel->numskins = 1;
+               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL);
        }
 
-       // load the triangles and stvert data
-       inst = (void*)(base + LittleLong(pinmodel->ofs_st));
-       intri = (void*)(base + LittleLong(pinmodel->ofs_tris));
-       skinwidth = LittleLong(pinmodel->skinwidth);
-       skinheight = LittleLong(pinmodel->skinheight);
-
-       stverts = Mem_Alloc(tempmempool, numst * sizeof(float[2]));
-       s = 1.0f / skinwidth;
-       t = 1.0f / skinheight;
-       for (i = 0;i < numst;i++)
+       loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
        {
-               j = (unsigned short) LittleShort(inst[i*2+0]);
-               k = (unsigned short) LittleShort(inst[i*2+1]);
-               if (j >= skinwidth || k >= skinheight)
-               {
-                       Mem_Free(stverts);
-                       Host_Error("Mod_MD2_LoadGeometry: invalid skin coordinate (%i %i) on vert %i of model %s\n", j, k, i, loadmodel->name);
-               }
-               stverts[i*2+0] = j * s;
-               stverts[i*2+1] = k * t;
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
        }
 
-       md2verthash = Mem_Alloc(tempmempool, 256 * sizeof(hash));
-       md2verthashdata = Mem_Alloc(tempmempool, loadmodel->numtris * 3 * sizeof(*hash));
+       // load the triangles and stvert data
+       inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st));
+       intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris));
+       md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash));
+       md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash));
        // swap the triangle list
-       num = 0;
-       elements = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
-       for (i = 0;i < loadmodel->numtris;i++)
+       loadmodel->surfmesh.num_vertices = 0;
+       for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
        {
                for (j = 0;j < 3;j++)
                {
                        xyz = (unsigned short) LittleShort (intri[i].index_xyz[j]);
                        st = (unsigned short) LittleShort (intri[i].index_st[j]);
-                       if (xyz >= numxyz || st >= numst)
+                       if (xyz >= numxyz)
+                       {
+                               Con_Printf("%s has an invalid xyz index (%i) on triangle %i, resetting to 0\n", loadmodel->name, xyz, i);
+                               xyz = 0;
+                       }
+                       if (st >= numst)
                        {
-                               Mem_Free(md2verthash);
-                               Mem_Free(md2verthashdata);
-                               Mem_Free(stverts);
-                               if (xyz >= numxyz)
-                                       Host_Error("Mod_MD2_LoadGeometry: invalid xyz index (%i) on triangle %i of model %s\n", xyz, i, loadmodel->name);
-                               if (st >= numst)
-                                       Host_Error("Mod_MD2_LoadGeometry: invalid st index (%i) on triangle %i of model %s\n", st, i, loadmodel->name);
+                               Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i);
+                               st = 0;
                        }
-                       s = stverts[st*2+0];
-                       t = stverts[st*2+1];
-                       hashindex = (xyz * 17 + st) & 255;
+                       hashindex = (xyz * 256 + st) & 65535;
                        for (hash = md2verthash[hashindex];hash;hash = hash->next)
-                               if (hash->xyz == xyz && hash->st[0] == s && hash->st[1] == t)
+                               if (hash->xyz == xyz && hash->st == st)
                                        break;
                        if (hash == NULL)
                        {
-                               hash = md2verthashdata + num++;
+                               hash = md2verthashdata + loadmodel->surfmesh.num_vertices++;
                                hash->xyz = xyz;
-                               hash->st[0] = s;
-                               hash->st[1] = t;
+                               hash->st = st;
                                hash->next = md2verthash[hashindex];
                                md2verthash[hashindex] = hash;
                        }
-                       elements[i*3+j] = (hash - md2verthashdata);
+                       loadmodel->surfmesh.data_element3i[i*3+j] = (hash - md2verthashdata);
                }
        }
 
-       Mem_Free(stverts);
-
-       loadmodel->numverts = num;
-       vertremap = Mem_Alloc(loadmodel->mempool, num * sizeof(int));
-       texcoords = Mem_Alloc(loadmodel->mempool, num * sizeof(float[4]));
-       for (i = 0;i < num;i++)
+       vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t));
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+       loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t);
+       for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
        {
+               int sts, stt;
                hash = md2verthashdata + i;
                vertremap[i] = hash->xyz;
-               texcoords[i*4+0] = hash->st[0];
-               texcoords[i*4+1] = hash->st[1];
+               sts = LittleShort(inst[hash->st*2+0]);
+               stt = LittleShort(inst[hash->st*2+1]);
+               if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight)
+               {
+                       Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i);
+                       sts = 0;
+                       stt = 0;
+               }
+               loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth;
+               loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight;
        }
 
        Mem_Free(md2verthash);
        Mem_Free(md2verthashdata);
 
-       // load frames
-       // LordHavoc: doing proper bbox for model
-       aliasbboxmin[0] = aliasbboxmin[1] = aliasbboxmin[2] = 1000000000;
-       aliasbboxmax[0] = aliasbboxmax[1] = aliasbboxmax[2] = -1000000000;
-       modelyawradius = 0;
-       modelradius = 0;
+       // generate ushort elements array if possible
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
 
-       datapointer = (base + LittleLong(pinmodel->ofs_frames));
        // load the frames
-       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
-       posedata = Mem_Alloc(loadmodel->mempool, loadmodel->numverts * loadmodel->numframes * sizeof(trivertx_t));
-
-       vertexbuffer = Mem_Alloc(tempmempool, loadmodel->numverts * sizeof(float[4]) * 4);
-       svectorsbuffer = vertexbuffer + loadmodel->numverts * 4;
-       tvectorsbuffer = svectorsbuffer + loadmodel->numverts * 4;
-       normalsbuffer = tvectorsbuffer + loadmodel->numverts * 4;
-       for (i = 0;i < loadmodel->numframes;i++)
+       datapointer = (base + LittleLong(pinmodel->ofs_frames));
+       for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
        {
+               int k;
+               trivertx_t *v;
+               trivertx_t *out;
                pinframe = (md2frame_t *)datapointer;
                datapointer += sizeof(md2frame_t);
+               // store the frame scale/translate into the appropriate array
                for (j = 0;j < 3;j++)
                {
-                       scale[j] = LittleFloat(pinframe->scale[j]);
-                       translate[j] = LittleFloat(pinframe->translate[j]);
+                       loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]);
+                       loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]);
                }
-               Mod_MD2_ConvertVerts(scale, translate, (void *)datapointer, posedata + i * loadmodel->numverts, vertremap);
-               Mod_BuildAliasVertexTextureVectors(loadmodel->numtris, elements, loadmodel->numverts, posedata + i * loadmodel->numverts, texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer);
+               // convert the vertices
+               v = (trivertx_t *)datapointer;
+               out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices;
+               for (k = 0;k < loadmodel->surfmesh.num_vertices;k++)
+                       out[k] = v[vertremap[k]];
                datapointer += numxyz * sizeof(trivertx_t);
 
-               strcpy(loadmodel->animscenes[i].name, pinframe->name);
+               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
                loadmodel->animscenes[i].loop = true;
        }
-       Mem_Free(vertexbuffer);
 
        Mem_Free(vertremap);
 
-       // LordHavoc: model bbox
-       modelyawradius = sqrt(modelyawradius);
-       modelradius = sqrt(modelradius);
-       for (j = 0;j < 3;j++)
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       Mod_Alias_CalculateBoundingBox();
+       Mod_Alias_MorphMesh_CompileFrames();
+
+       surface = loadmodel->data_surfaces;
+       surface->texture = loadmodel->data_textures;
+       surface->num_firsttriangle = 0;
+       surface->num_triangles = loadmodel->surfmesh.num_triangles;
+       surface->num_firstvertex = 0;
+       surface->num_vertices = loadmodel->surfmesh.num_vertices;
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+       if (!loadmodel->surfmesh.isanimated)
        {
-               loadmodel->normalmins[j] = aliasbboxmin[j];
-               loadmodel->normalmaxs[j] = aliasbboxmax[j];
-               loadmodel->rotatedmins[j] = -modelradius;
-               loadmodel->rotatedmaxs[j] = modelradius;
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -(loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelyawradius);
-       loadmodel->yawmins[2] = loadmodel->normalmins[2];
-       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
-       loadmodel->radius = modelradius;
-       loadmodel->radius2 = modelradius * modelradius;
+}
 
-       Mod_BuildMDLMD2MeshInfo(elements, texcoords, posedata);
+void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       int i, j, k, version, meshvertices, meshtriangles;
+       unsigned char *data;
+       msurface_t *surface;
+       md3modelheader_t *pinmodel;
+       md3frameinfo_t *pinframe;
+       md3mesh_t *pinmesh;
+       md3tag_t *pintag;
+       skinfile_t *skinfiles;
+
+       pinmodel = (md3modelheader_t *)buffer;
+
+       if (memcmp(pinmodel->identifier, "IDP3", 4))
+               Host_Error ("%s is not a MD3 (IDP3) file", loadmodel->name);
+       version = LittleLong (pinmodel->version);
+       if (version != MD3VERSION)
+               Host_Error ("%s has wrong version number (%i should be %i)",
+                       loadmodel->name, version, MD3VERSION);
+
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
+
+       loadmodel->modeldatatypestring = "MD3";
+
+       loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
+       loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+       loadmodel->synctype = ST_RAND;
+       // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+       i = LittleLong (pinmodel->flags);
+       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
+
+       // set up some global info about the model
+       loadmodel->numframes = LittleLong(pinmodel->num_frames);
+       loadmodel->num_surfaces = LittleLong(pinmodel->num_meshes);
+
+       // make skinscenes for the skins (no groups)
+       loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
+
+       // load frameinfo
+       loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
+       for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++)
+       {
+               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
+               loadmodel->animscenes[i].firstframe = i;
+               loadmodel->animscenes[i].framecount = 1;
+               loadmodel->animscenes[i].framerate = 10;
+               loadmodel->animscenes[i].loop = true;
+       }
+
+       // load tags
+       loadmodel->num_tagframes = loadmodel->numframes;
+       loadmodel->num_tags = LittleLong(pinmodel->num_tags);
+       loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t));
+       for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++)
+       {
+               strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
+               for (j = 0;j < 9;j++)
+                       loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]);
+               for (j = 0;j < 3;j++)
+                       loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]);
+               //Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name);
+       }
+
+       // load meshes
+       meshvertices = 0;
+       meshtriangles = 0;
+       for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end)))
+       {
+               if (memcmp(pinmesh->identifier, "IDP3", 4))
+                       Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
+               if (LittleLong(pinmesh->num_frames) != loadmodel->numframes)
+                       Host_Error("Mod_IDP3_Load: mesh numframes differs from header");
+               meshvertices += LittleLong(pinmesh->num_vertices);
+               meshtriangles += LittleLong(pinmesh->num_triangles);
+       }
+
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+       loadmodel->surfmesh.num_vertices = meshvertices;
+       loadmodel->surfmesh.num_triangles = meshtriangles;
+       loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
+       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
+       if (meshvertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+
+       meshvertices = 0;
+       meshtriangles = 0;
+       for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end)))
+       {
+               if (memcmp(pinmesh->identifier, "IDP3", 4))
+                       Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
+               loadmodel->sortedmodelsurfaces[i] = i;
+               surface = loadmodel->data_surfaces + i;
+               surface->texture = loadmodel->data_textures + i;
+               surface->num_firsttriangle = meshtriangles;
+               surface->num_triangles = LittleLong(pinmesh->num_triangles);
+               surface->num_firstvertex = meshvertices;
+               surface->num_vertices = LittleLong(pinmesh->num_vertices);
+               meshvertices += surface->num_vertices;
+               meshtriangles += surface->num_triangles;
+
+               for (j = 0;j < surface->num_triangles * 3;j++)
+                       loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
+               for (j = 0;j < surface->num_vertices;j++)
+               {
+                       loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
+                       loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]);
+               }
+               for (j = 0;j < loadmodel->numframes;j++)
+               {
+                       const md3vertex_t *in = (md3vertex_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices;
+                       md3vertex_t *out = loadmodel->surfmesh.data_morphmd3vertex + surface->num_firstvertex + j * loadmodel->surfmesh.num_vertices;
+                       for (k = 0;k < surface->num_vertices;k++, in++, out++)
+                       {
+                               out->origin[0] = LittleShort(in->origin[0]);
+                               out->origin[1] = LittleShort(in->origin[1]);
+                               out->origin[2] = LittleShort(in->origin[2]);
+                               out->pitch = in->pitch;
+                               out->yaw = in->yaw;
+                       }
+               }
+
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, LittleLong(pinmesh->num_shaders) >= 1 ? ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name : "");
+
+               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+       }
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       Mod_Alias_MorphMesh_CompileFrames();
+       Mod_Alias_CalculateBoundingBox();
+       Mod_FreeSkinFiles(skinfiles);
+       Mod_MakeSortedSurfaces(loadmodel);
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1
+            || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+
+       if (!loadmodel->surfmesh.isanimated)
+       {
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+       }
 }
 
-extern void R_Model_Zymotic_DrawSky(entity_render_t *ent);
-extern void R_Model_Zymotic_Draw(entity_render_t *ent);
-extern void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent);
-extern void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
-void Mod_LoadZymoticModel(model_t *mod, void *buffer)
+void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        zymtype1header_t *pinmodel, *pheader;
-       qbyte *pbase;
-
-       pinmodel = (void *)buffer;
-       pbase = buffer;
+       unsigned char *pbase;
+       int i, j, k, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
+       float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose, f, biggestorigin, tempvec[3], modelscale;
+       zymvertex_t *verts, *vertdata;
+       zymscene_t *scene;
+       zymbone_t *bone;
+       char *shadername;
+       skinfile_t *skinfiles;
+       unsigned char *data;
+       msurface_t *surface;
+
+       pinmodel = (zymtype1header_t *)buffer;
+       pbase = (unsigned char *)buffer;
        if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
-               Host_Error ("Mod_LoadZymoticModel: %s is not a zymotic model\n");
+               Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name);
        if (BigLong(pinmodel->type) != 1)
-               Host_Error ("Mod_LoadZymoticModel: only type 1 (skeletal pose) models are currently supported (name = %s)\n", loadmodel->name);
+               Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
+
+       loadmodel->modeldatatypestring = "ZYM";
 
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ZYM;
-       loadmodel->DrawSky = NULL;
-       loadmodel->Draw = R_Model_Zymotic_Draw;
-       loadmodel->DrawFakeShadow = NULL;//R_Model_Zymotic_DrawFakeShadow;
-       loadmodel->DrawShadowVolume = NULL;//R_Model_Zymotic_DrawShadowVolume;
-       loadmodel->DrawLight = NULL;//R_Model_Zymotic_DrawLight;
+       loadmodel->synctype = ST_RAND;
 
        // byteswap header
        pheader = pinmodel;
@@ -911,11 +1805,11 @@ void Mod_LoadZymoticModel(model_t *mod, void *buffer)
        pheader->maxs[1] = BigFloat(pinmodel->maxs[1]);
        pheader->maxs[2] = BigFloat(pinmodel->maxs[2]);
        pheader->radius = BigFloat(pinmodel->radius);
-       pheader->numverts = loadmodel->zymnum_verts = BigLong(pinmodel->numverts);
-       pheader->numtris = loadmodel->zymnum_tris = BigLong(pinmodel->numtris);
-       pheader->numshaders = loadmodel->zymnum_shaders = BigLong(pinmodel->numshaders);
-       pheader->numbones = loadmodel->zymnum_bones = BigLong(pinmodel->numbones);
-       pheader->numscenes = loadmodel->zymnum_scenes = BigLong(pinmodel->numscenes);
+       pheader->numverts = BigLong(pinmodel->numverts);
+       pheader->numtris = BigLong(pinmodel->numtris);
+       pheader->numshaders = BigLong(pinmodel->numshaders);
+       pheader->numbones = BigLong(pinmodel->numbones);
+       pheader->numscenes = BigLong(pinmodel->numscenes);
        pheader->lump_scenes.start = BigLong(pinmodel->lump_scenes.start);
        pheader->lump_scenes.length = BigLong(pinmodel->lump_scenes.length);
        pheader->lump_poses.start = BigLong(pinmodel->lump_poses.start);
@@ -935,194 +1829,1712 @@ void Mod_LoadZymoticModel(model_t *mod, void *buffer)
        pheader->lump_trizone.start = BigLong(pinmodel->lump_trizone.start);
        pheader->lump_trizone.length = BigLong(pinmodel->lump_trizone.length);
 
-       loadmodel->flags = 0; // there are no flags
+       if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1)
+       {
+               Con_Printf("%s has no geometry\n", loadmodel->name);
+               return;
+       }
+       if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4]))
+       {
+               Con_Printf("%s has no animations\n", loadmodel->name);
+               return;
+       }
+
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+       loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+
        loadmodel->numframes = pheader->numscenes;
-       loadmodel->synctype = ST_SYNC;
-       loadmodel->numtris = pheader->numtris;
-       loadmodel->numverts = 0;
-
-       {
-               unsigned int i;
-               float modelradius, corner[2];
-               // model bbox
-               modelradius = pheader->radius;
-               for (i = 0;i < 3;i++)
-               {
-                       loadmodel->normalmins[i] = pheader->mins[i];
-                       loadmodel->normalmaxs[i] = pheader->maxs[i];
-                       loadmodel->rotatedmins[i] = -modelradius;
-                       loadmodel->rotatedmaxs[i] = modelradius;
-               }
-               corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
-               corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
-               loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
-               if (loadmodel->yawmaxs[0] > modelradius)
-                       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius;
-               loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0];
-               loadmodel->yawmins[2] = loadmodel->normalmins[2];
-               loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
-               loadmodel->radius = modelradius;
-               loadmodel->radius2 = modelradius * modelradius;
-       }
-
-       {
-               // FIXME: add shaders, and make them switchable shader sets and...
-               loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) + sizeof(skinframe_t));
-               loadmodel->skinscenes[0].firstframe = 0;
-               loadmodel->skinscenes[0].framecount = 1;
-               loadmodel->skinscenes[0].loop = true;
-               loadmodel->skinscenes[0].framerate = 10;
-               loadmodel->skinframes = (void *)(loadmodel->skinscenes + 1);
-               loadmodel->skinframes->base = NULL;
-               loadmodel->skinframes->fog = NULL;
-               loadmodel->skinframes->pants = NULL;
-               loadmodel->skinframes->shirt = NULL;
-               loadmodel->skinframes->glow = NULL;
-               loadmodel->skinframes->merged = NULL;
+       loadmodel->num_surfaces = pheader->numshaders;
+
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
                loadmodel->numskins = 1;
+
+       // make skinscenes for the skins (no groups)
+       loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
        }
 
+       // model bbox
+       modelradius = pheader->radius;
+       for (i = 0;i < 3;i++)
+       {
+               loadmodel->normalmins[i] = pheader->mins[i];
+               loadmodel->normalmaxs[i] = pheader->maxs[i];
+               loadmodel->rotatedmins[i] = -modelradius;
+               loadmodel->rotatedmaxs[i] = modelradius;
+       }
+       corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
+       corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
+       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
+       if (loadmodel->yawmaxs[0] > modelradius)
+               loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius;
+       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0];
+       loadmodel->yawmins[2] = loadmodel->normalmins[2];
+       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+       loadmodel->radius = modelradius;
+       loadmodel->radius2 = modelradius * modelradius;
+
        // go through the lumps, swapping things
 
+       //zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
+       loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
+       scene = (zymscene_t *) (pheader->lump_scenes.start + pbase);
+       numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]);
+       for (i = 0;i < pheader->numscenes;i++)
+       {
+               memcpy(loadmodel->animscenes[i].name, scene->name, 32);
+               loadmodel->animscenes[i].firstframe = BigLong(scene->start);
+               loadmodel->animscenes[i].framecount = BigLong(scene->length);
+               loadmodel->animscenes[i].framerate = BigFloat(scene->framerate);
+               loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0;
+               if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes)
+                       Host_Error("%s scene->firstframe (%i) >= numposes (%i)", loadmodel->name, loadmodel->animscenes[i].firstframe, numposes);
+               if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes)
+                       Host_Error("%s scene->firstframe (%i) + framecount (%i) >= numposes (%i)", loadmodel->name, loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes);
+               if (loadmodel->animscenes[i].framerate < 0)
+                       Host_Error("%s scene->framerate (%f) < 0", loadmodel->name, loadmodel->animscenes[i].framerate);
+               scene++;
+       }
+
+       //zymlump_t lump_bones; // zymbone_t bone[numbones];
+       loadmodel->num_bones = pheader->numbones;
+       loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(aliasbone_t));
+       bone = (zymbone_t *) (pheader->lump_bones.start + pbase);
+       for (i = 0;i < pheader->numbones;i++)
+       {
+               memcpy(loadmodel->data_bones[i].name, bone[i].name, sizeof(bone[i].name));
+               loadmodel->data_bones[i].flags = BigLong(bone[i].flags);
+               loadmodel->data_bones[i].parent = BigLong(bone[i].parent);
+               if (loadmodel->data_bones[i].parent >= i)
+                       Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
+       }
+
+       //zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
+       vertbonecounts = (int *)Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
+       bonecount = (int *) (pheader->lump_vertbonecounts.start + pbase);
+       for (i = 0;i < pheader->numverts;i++)
+       {
+               vertbonecounts[i] = BigLong(bonecount[i]);
+               if (vertbonecounts[i] != 1)
+                       Host_Error("%s bonecount[%i] != 1 (vertex weight support is impossible in this format)", loadmodel->name, i);
+       }
+
+       loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]) / loadmodel->num_bones;
+
+       meshvertices = pheader->numverts;
+       meshtriangles = pheader->numtris;
+
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+       loadmodel->surfmesh.num_vertices = meshvertices;
+       loadmodel->surfmesh.num_triangles = meshtriangles;
+       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->surfmesh.num_blends = 0;
+       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
+       loadmodel->data_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+       loadmodel->surfmesh.data_blendweights = NULL;
+
+       //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
+       poses = (float *) (pheader->lump_poses.start + pbase);
+       // figure out scale of model from root bone, for compatibility with old zmodel versions
+       tempvec[0] = BigFloat(poses[0]);
+       tempvec[1] = BigFloat(poses[1]);
+       tempvec[2] = BigFloat(poses[2]);
+       modelscale = VectorLength(tempvec);
+       biggestorigin = 0;
+       for (i = 0;i < loadmodel->num_bones * numposes * 12;i++)
+       {
+               f = fabs(BigFloat(poses[i]));
+               biggestorigin = max(biggestorigin, f);
+       }
+       loadmodel->num_posescale = biggestorigin / 32767.0f;
+       loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+       for (i = 0;i < numposes;i++)
+       {
+               const float *frameposes = (float *) (pheader->lump_poses.start + pbase) + 12*i*loadmodel->num_bones;
+               for (j = 0;j < loadmodel->num_bones;j++)
+               {
+                       float pose[12];
+                       matrix4x4_t posematrix;
+                       for (k = 0;k < 12;k++)
+                               pose[k] = BigFloat(frameposes[j*12+k]);
+                       //if (j < loadmodel->num_bones)
+                       //      Con_Printf("%s: bone %i = %f %f %f %f : %f %f %f %f : %f %f %f %f : scale = %f\n", loadmodel->name, j, pose[0], pose[1], pose[2], pose[3], pose[4], pose[5], pose[6], pose[7], pose[8], pose[9], pose[10], pose[11], VectorLength(pose));
+                       // scale child bones to match the root scale
+                       if (loadmodel->data_bones[j].parent >= 0)
+                       {
+                               pose[3] *= modelscale;
+                               pose[7] *= modelscale;
+                               pose[11] *= modelscale;
+                       }
+                       // normalize rotation matrix
+                       VectorNormalize(pose + 0);
+                       VectorNormalize(pose + 4);
+                       VectorNormalize(pose + 8);
+                       Matrix4x4_FromArray12FloatD3D(&posematrix, pose);
+                       Matrix4x4_ToBonePose6s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses6s + 6*(i*loadmodel->num_bones+j));
+               }
+       }
+
+       //zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
+       verts = (zymvertex_t *)Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
+       vertdata = (zymvertex_t *) (pheader->lump_verts.start + pbase);
+       // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+       // (converting from weight-blending skeletal animation to
+       //  deformation-based skeletal animation)
+       bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+       for (i = 0;i < loadmodel->num_bones;i++)
+       {
+               float m[12];
+               for (k = 0;k < 12;k++)
+                       m[k] = BigFloat(poses[i*12+k]);
+               if (loadmodel->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+               else
+                       for (k = 0;k < 12;k++)
+                               bonepose[12*i+k] = m[k];
+       }
+       for (j = 0;j < pheader->numverts;j++)
+       {
+               // this format really should have had a per vertexweight weight value...
+               // but since it does not, the weighting is completely ignored and
+               // only one weight is allowed per vertex
+               int boneindex = BigLong(vertdata[j].bonenum);
+               const float *m = bonepose + 12 * boneindex;
+               float relativeorigin[3];
+               relativeorigin[0] = BigFloat(vertdata[j].origin[0]);
+               relativeorigin[1] = BigFloat(vertdata[j].origin[1]);
+               relativeorigin[2] = BigFloat(vertdata[j].origin[2]);
+               // transform the vertex bone weight into the base mesh
+               loadmodel->surfmesh.data_vertex3f[j*3+0] = relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + m[ 3];
+               loadmodel->surfmesh.data_vertex3f[j*3+1] = relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + m[ 7];
+               loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11];
+               // store the weight as the primary weight on this vertex
+               loadmodel->surfmesh.blends[j] = boneindex;
+       }
+       Z_Free(bonepose);
+       // normals and tangents are calculated after elements are loaded
+
+       //zymlump_t lump_texcoords; // float texcoords[numvertices][2];
+       outtexcoord2f = loadmodel->surfmesh.data_texcoordtexture2f;
+       intexcoord2f = (float *) (pheader->lump_texcoords.start + pbase);
+       for (i = 0;i < pheader->numverts;i++)
+       {
+               outtexcoord2f[i*2+0] = BigFloat(intexcoord2f[i*2+0]);
+               // flip T coordinate for OpenGL
+               outtexcoord2f[i*2+1] = 1 - BigFloat(intexcoord2f[i*2+1]);
+       }
+
+       //zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
+       //loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
+       //memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
+
+       //zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
+       //zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
+       // byteswap, validate, and swap winding order of tris
+       count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]);
+       if (pheader->lump_render.length != count)
+               Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)", loadmodel->name, pheader->lump_render.length, count);
+       renderlist = (int *) (pheader->lump_render.start + pbase);
+       renderlistend = (int *) ((unsigned char *) renderlist + pheader->lump_render.length);
+       meshtriangles = 0;
+       for (i = 0;i < loadmodel->num_surfaces;i++)
+       {
+               int firstvertex, lastvertex;
+               if (renderlist >= renderlistend)
+                       Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
+               count = BigLong(*renderlist);renderlist++;
+               if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
+                       Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
+
+               loadmodel->sortedmodelsurfaces[i] = i;
+               surface = loadmodel->data_surfaces + i;
+               surface->texture = loadmodel->data_textures + i;
+               surface->num_firsttriangle = meshtriangles;
+               surface->num_triangles = count;
+               meshtriangles += surface->num_triangles;
+
+               // load the elements
+               outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               for (j = 0;j < surface->num_triangles;j++, renderlist += 3)
+               {
+                       outelements[j*3+2] = BigLong(renderlist[0]);
+                       outelements[j*3+1] = BigLong(renderlist[1]);
+                       outelements[j*3+0] = BigLong(renderlist[2]);
+               }
+               // validate the elements and find the used vertex range
+               firstvertex = meshvertices;
+               lastvertex = 0;
+               for (j = 0;j < surface->num_triangles * 3;j++)
+               {
+                       if ((unsigned int)outelements[j] >= (unsigned int)meshvertices)
+                               Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name);
+                       firstvertex = min(firstvertex, outelements[j]);
+                       lastvertex = max(lastvertex, outelements[j]);
+               }
+               surface->num_firstvertex = firstvertex;
+               surface->num_vertices = lastvertex + 1 - firstvertex;
+
+               // since zym models do not have named sections, reuse their shader
+               // name as the section name
+               shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
+       }
+       Mod_FreeSkinFiles(skinfiles);
+       Mem_Free(vertbonecounts);
+       Mem_Free(verts);
+       Mod_MakeSortedSurfaces(loadmodel);
+
+       // compute all the mesh information that was not loaded from the file
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       Mod_BuildBaseBonePoses();
+       Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+       if (!loadmodel->surfmesh.isanimated)
+       {
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+       }
+}
+
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       dpmheader_t *pheader;
+       dpmframe_t *frames;
+       dpmbone_t *bone;
+       dpmmesh_t *dpmmesh;
+       unsigned char *pbase;
+       int i, j, k, meshvertices, meshtriangles;
+       skinfile_t *skinfiles;
+       unsigned char *data;
+       float *bonepose;
+       float biggestorigin, tempvec[3], modelscale;
+       float f;
+       float *poses;
+
+       pheader = (dpmheader_t *)buffer;
+       pbase = (unsigned char *)buffer;
+       if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16))
+               Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name);
+       if (BigLong(pheader->type) != 2)
+               Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
+
+       loadmodel->modeldatatypestring = "DPM";
+
+       loadmodel->type = mod_alias;
+       loadmodel->synctype = ST_RAND;
+
+       // byteswap header
+       pheader->type = BigLong(pheader->type);
+       pheader->filesize = BigLong(pheader->filesize);
+       pheader->mins[0] = BigFloat(pheader->mins[0]);
+       pheader->mins[1] = BigFloat(pheader->mins[1]);
+       pheader->mins[2] = BigFloat(pheader->mins[2]);
+       pheader->maxs[0] = BigFloat(pheader->maxs[0]);
+       pheader->maxs[1] = BigFloat(pheader->maxs[1]);
+       pheader->maxs[2] = BigFloat(pheader->maxs[2]);
+       pheader->yawradius = BigFloat(pheader->yawradius);
+       pheader->allradius = BigFloat(pheader->allradius);
+       pheader->num_bones = BigLong(pheader->num_bones);
+       pheader->num_meshs = BigLong(pheader->num_meshs);
+       pheader->num_frames = BigLong(pheader->num_frames);
+       pheader->ofs_bones = BigLong(pheader->ofs_bones);
+       pheader->ofs_meshs = BigLong(pheader->ofs_meshs);
+       pheader->ofs_frames = BigLong(pheader->ofs_frames);
+
+       if (pheader->num_bones < 1 || pheader->num_meshs < 1)
+       {
+               Con_Printf("%s has no geometry\n", loadmodel->name);
+               return;
+       }
+       if (pheader->num_frames < 1)
+       {
+               Con_Printf("%s has no frames\n", loadmodel->name);
+               return;
+       }
+
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+       loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+
+       // model bbox
+       for (i = 0;i < 3;i++)
+       {
+               loadmodel->normalmins[i] = pheader->mins[i];
+               loadmodel->normalmaxs[i] = pheader->maxs[i];
+               loadmodel->yawmins[i] = i != 2 ? -pheader->yawradius : pheader->mins[i];
+               loadmodel->yawmaxs[i] = i != 2 ? pheader->yawradius : pheader->maxs[i];
+               loadmodel->rotatedmins[i] = -pheader->allradius;
+               loadmodel->rotatedmaxs[i] = pheader->allradius;
+       }
+       loadmodel->radius = pheader->allradius;
+       loadmodel->radius2 = pheader->allradius * pheader->allradius;
+
+       // load external .skin files if present
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
+
+       meshvertices = 0;
+       meshtriangles = 0;
+
+       // gather combined statistics from the meshes
+       dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
+       for (i = 0;i < (int)pheader->num_meshs;i++)
+       {
+               int numverts = BigLong(dpmmesh->num_verts);
+               meshvertices += numverts;
+               meshtriangles += BigLong(dpmmesh->num_tris);
+               dpmmesh++;
+       }
+
+       loadmodel->numframes = pheader->num_frames;
+       loadmodel->num_bones = pheader->num_bones;
+       loadmodel->num_poses = loadmodel->numframes;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       // do most allocations as one merged chunk
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+       loadmodel->surfmesh.num_vertices = meshvertices;
+       loadmodel->surfmesh.num_triangles = meshtriangles;
+       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
+       loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
+       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+       loadmodel->surfmesh.num_blends = 0;
+       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+       if (meshvertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+       loadmodel->data_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+       loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
+
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
+
+       // load the bone info
+       bone = (dpmbone_t *) (pbase + pheader->ofs_bones);
+       for (i = 0;i < loadmodel->num_bones;i++)
+       {
+               memcpy(loadmodel->data_bones[i].name, bone[i].name, sizeof(bone[i].name));
+               loadmodel->data_bones[i].flags = BigLong(bone[i].flags);
+               loadmodel->data_bones[i].parent = BigLong(bone[i].parent);
+               if (loadmodel->data_bones[i].parent >= i)
+                       Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
+       }
+
+       // load the frames
+       frames = (dpmframe_t *) (pbase + pheader->ofs_frames);
+       // figure out scale of model from root bone, for compatibility with old dpmodel versions
+       poses = (float *) (pbase + BigLong(frames[0].ofs_bonepositions));
+       tempvec[0] = BigFloat(poses[0]);
+       tempvec[1] = BigFloat(poses[1]);
+       tempvec[2] = BigFloat(poses[2]);
+       modelscale = VectorLength(tempvec);
+       biggestorigin = 0;
+       for (i = 0;i < loadmodel->numframes;i++)
+       {
+               memcpy(loadmodel->animscenes[i].name, frames[i].name, sizeof(frames[i].name));
+               loadmodel->animscenes[i].firstframe = i;
+               loadmodel->animscenes[i].framecount = 1;
+               loadmodel->animscenes[i].loop = true;
+               loadmodel->animscenes[i].framerate = 10;
+               // load the bone poses for this frame
+               poses = (float *) (pbase + BigLong(frames[i].ofs_bonepositions));
+               for (j = 0;j < loadmodel->num_bones*12;j++)
+               {
+                       f = fabs(BigFloat(poses[j]));
+                       biggestorigin = max(biggestorigin, f);
+               }
+               // stuff not processed here: mins, maxs, yawradius, allradius
+       }
+       loadmodel->num_posescale = biggestorigin / 32767.0f;
+       loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+       for (i = 0;i < loadmodel->numframes;i++)
+       {
+               const float *frameposes = (float *) (pbase + BigLong(frames[i].ofs_bonepositions));
+               for (j = 0;j < loadmodel->num_bones;j++)
+               {
+                       float pose[12];
+                       matrix4x4_t posematrix;
+                       for (k = 0;k < 12;k++)
+                               pose[k] = BigFloat(frameposes[j*12+k]);
+                       // scale child bones to match the root scale
+                       if (loadmodel->data_bones[j].parent >= 0)
+                       {
+                               pose[3] *= modelscale;
+                               pose[7] *= modelscale;
+                               pose[11] *= modelscale;
+                       }
+                       // normalize rotation matrix
+                       VectorNormalize(pose + 0);
+                       VectorNormalize(pose + 4);
+                       VectorNormalize(pose + 8);
+                       Matrix4x4_FromArray12FloatD3D(&posematrix, pose);
+                       Matrix4x4_ToBonePose6s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses6s + 6*(i*loadmodel->num_bones+j));
+               }
+       }
+
+       // load the meshes now
+       dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
+       meshvertices = 0;
+       meshtriangles = 0;
+       // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+       // (converting from weight-blending skeletal animation to
+       //  deformation-based skeletal animation)
+       poses = (float *) (pbase + BigLong(frames[0].ofs_bonepositions));
+       bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+       for (i = 0;i < loadmodel->num_bones;i++)
+       {
+               float m[12];
+               for (k = 0;k < 12;k++)
+                       m[k] = BigFloat(poses[i*12+k]);
+               if (loadmodel->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+               else
+                       for (k = 0;k < 12;k++)
+                               bonepose[12*i+k] = m[k];
+       }
+       for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
+       {
+               const int *inelements;
+               int *outelements;
+               const float *intexcoord;
+               msurface_t *surface;
+
+               loadmodel->sortedmodelsurfaces[i] = i;
+               surface = loadmodel->data_surfaces + i;
+               surface->texture = loadmodel->data_textures + i;
+               surface->num_firsttriangle = meshtriangles;
+               surface->num_triangles = BigLong(dpmmesh->num_tris);
+               surface->num_firstvertex = meshvertices;
+               surface->num_vertices = BigLong(dpmmesh->num_verts);
+               meshvertices += surface->num_vertices;
+               meshtriangles += surface->num_triangles;
+
+               inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices));
+               outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               for (j = 0;j < surface->num_triangles;j++)
+               {
+                       // swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard)
+                       outelements[0] = surface->num_firstvertex + BigLong(inelements[2]);
+                       outelements[1] = surface->num_firstvertex + BigLong(inelements[1]);
+                       outelements[2] = surface->num_firstvertex + BigLong(inelements[0]);
+                       inelements += 3;
+                       outelements += 3;
+               }
+
+               intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords));
+               for (j = 0;j < surface->num_vertices*2;j++)
+                       loadmodel->surfmesh.data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]);
+
+               data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
+               for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++)
+               {
+                       int weightindex[4] = { 0, 0, 0, 0 };
+                       float weightinfluence[4] = { 0, 0, 0, 0 };
+                       int l;
+                       int numweights = BigLong(((dpmvertex_t *)data)->numbones);
+                       data += sizeof(dpmvertex_t);
+                       for (k = 0;k < numweights;k++)
+                       {
+                               const dpmbonevert_t *vert = (dpmbonevert_t *) data;
+                               int boneindex = BigLong(vert->bonenum);
+                               const float *m = bonepose + 12 * boneindex;
+                               float influence = BigFloat(vert->influence);
+                               float relativeorigin[3], relativenormal[3];
+                               relativeorigin[0] = BigFloat(vert->origin[0]);
+                               relativeorigin[1] = BigFloat(vert->origin[1]);
+                               relativeorigin[2] = BigFloat(vert->origin[2]);
+                               relativenormal[0] = BigFloat(vert->normal[0]);
+                               relativenormal[1] = BigFloat(vert->normal[1]);
+                               relativenormal[2] = BigFloat(vert->normal[2]);
+                               // blend the vertex bone weights into the base mesh
+                               loadmodel->surfmesh.data_vertex3f[j*3+0] += relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + influence * m[ 3];
+                               loadmodel->surfmesh.data_vertex3f[j*3+1] += relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + influence * m[ 7];
+                               loadmodel->surfmesh.data_vertex3f[j*3+2] += relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + influence * m[11];
+                               loadmodel->surfmesh.data_normal3f[j*3+0] += relativenormal[0] * m[0] + relativenormal[1] * m[1] + relativenormal[2] * m[ 2];
+                               loadmodel->surfmesh.data_normal3f[j*3+1] += relativenormal[0] * m[4] + relativenormal[1] * m[5] + relativenormal[2] * m[ 6];
+                               loadmodel->surfmesh.data_normal3f[j*3+2] += relativenormal[0] * m[8] + relativenormal[1] * m[9] + relativenormal[2] * m[10];
+                               if (!k)
+                               {
+                                       // store the first (and often only) weight
+                                       weightinfluence[0] = influence;
+                                       weightindex[0] = boneindex;
+                               }
+                               else
+                               {
+                                       // sort the new weight into this vertex's weight table
+                                       // (which only accepts up to 4 bones per vertex)
+                                       for (l = 0;l < 4;l++)
+                                       {
+                                               if (weightinfluence[l] < influence)
+                                               {
+                                                       // move weaker influence weights out of the way first
+                                                       int l2;
+                                                       for (l2 = 3;l2 > l;l2--)
+                                                       {
+                                                               weightinfluence[l2] = weightinfluence[l2-1];
+                                                               weightindex[l2] = weightindex[l2-1];
+                                                       }
+                                                       // store the new weight
+                                                       weightinfluence[l] = influence;
+                                                       weightindex[l] = boneindex;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               data += sizeof(dpmbonevert_t);
+                       }
+                       loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+               }
+
+               // since dpm models do not have named sections, reuse their shader name as the section name
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
+
+               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+       }
+       if (loadmodel->surfmesh.num_blends < meshvertices)
+               loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
+       Z_Free(bonepose);
+       Mod_FreeSkinFiles(skinfiles);
+       Mod_MakeSortedSurfaces(loadmodel);
+
+       // compute all the mesh information that was not loaded from the file
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       Mod_BuildBaseBonePoses();
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+       if (!loadmodel->surfmesh.isanimated)
+       {
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+       }
+}
+
+// no idea why PSK/PSA files contain weird quaternions but they do...
+#define PSKQUATNEGATIONS
+void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
+       int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
+       fs_offset_t filesize;
+       pskpnts_t *pnts;
+       pskvtxw_t *vtxw;
+       pskface_t *faces;
+       pskmatt_t *matts;
+       pskboneinfo_t *bones;
+       pskrawweights_t *rawweights;
+       //pskboneinfo_t *animbones;
+       pskaniminfo_t *anims;
+       pskanimkeys_t *animkeys;
+       void *animfilebuffer, *animbuffer, *animbufferend;
+       unsigned char *data;
+       pskchunk_t *pchunk;
+       skinfile_t *skinfiles;
+       char animname[MAX_QPATH];
+       size_t size;
+       float biggestorigin;
+
+       pchunk = (pskchunk_t *)buffer;
+       if (strcmp(pchunk->id, "ACTRHEAD"))
+               Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
+
+       loadmodel->modeldatatypestring = "PSK";
+
+       loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+       loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+       loadmodel->synctype = ST_RAND;
+
+       FS_StripExtension(loadmodel->name, animname, sizeof(animname));
+       strlcat(animname, ".psa", sizeof(animname));
+       animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false, &filesize);
+       animbufferend = (void *)((unsigned char*)animbuffer + (int)filesize);
+       if (animbuffer == NULL)
+               Host_Error("%s: can't find .psa file (%s)", loadmodel->name, animname);
+
+       numpnts = 0;
+       pnts = NULL;
+       numvtxw = 0;
+       vtxw = NULL;
+       numfaces = 0;
+       faces = NULL;
+       nummatts = 0;
+       matts = NULL;
+       numbones = 0;
+       bones = NULL;
+       numrawweights = 0;
+       rawweights = NULL;
+       numanims = 0;
+       anims = NULL;
+       numanimkeys = 0;
+       animkeys = NULL;
+
+       while (buffer < bufferend)
+       {
+               pchunk = (pskchunk_t *)buffer;
+               buffer = (void *)((unsigned char *)buffer + sizeof(pskchunk_t));
+               version = LittleLong(pchunk->version);
+               recordsize = LittleLong(pchunk->recordsize);
+               numrecords = LittleLong(pchunk->numrecords);
+               if (developer_extra.integer)
+                       Con_DPrintf("%s: %s %x: %i * %i = %i\n", loadmodel->name, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+               if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0)
+                       Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway!\n", loadmodel->name, pchunk->id, version);
+               if (!strcmp(pchunk->id, "ACTRHEAD"))
+               {
+                       // nothing to do
+               }
+               else if (!strcmp(pchunk->id, "PNTS0000"))
+               {
+                       pskpnts_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numpnts = numrecords;
+                       pnts = (pskpnts_t *)buffer;
+                       for (index = 0, p = (pskpnts_t *)buffer;index < numrecords;index++, p++)
+                       {
+                               p->origin[0] = LittleFloat(p->origin[0]);
+                               p->origin[1] = LittleFloat(p->origin[1]);
+                               p->origin[2] = LittleFloat(p->origin[2]);
+                       }
+                       buffer = p;
+               }
+               else if (!strcmp(pchunk->id, "VTXW0000"))
+               {
+                       pskvtxw_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numvtxw = numrecords;
+                       vtxw = (pskvtxw_t *)buffer;
+                       for (index = 0, p = (pskvtxw_t *)buffer;index < numrecords;index++, p++)
+                       {
+                               p->pntsindex = LittleShort(p->pntsindex);
+                               p->texcoord[0] = LittleFloat(p->texcoord[0]);
+                               p->texcoord[1] = LittleFloat(p->texcoord[1]);
+                               if (p->pntsindex >= numpnts)
+                               {
+                                       Con_Printf("%s: vtxw->pntsindex %i >= numpnts %i\n", loadmodel->name, p->pntsindex, numpnts);
+                                       p->pntsindex = 0;
+                               }
+                       }
+                       buffer = p;
+               }
+               else if (!strcmp(pchunk->id, "FACE0000"))
+               {
+                       pskface_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numfaces = numrecords;
+                       faces = (pskface_t *)buffer;
+                       for (index = 0, p = (pskface_t *)buffer;index < numrecords;index++, p++)
+                       {
+                               p->vtxwindex[0] = LittleShort(p->vtxwindex[0]);
+                               p->vtxwindex[1] = LittleShort(p->vtxwindex[1]);
+                               p->vtxwindex[2] = LittleShort(p->vtxwindex[2]);
+                               p->group = LittleLong(p->group);
+                               if (p->vtxwindex[0] >= numvtxw)
+                               {
+                                       Con_Printf("%s: face->vtxwindex[0] %i >= numvtxw %i\n", loadmodel->name, p->vtxwindex[0], numvtxw);
+                                       p->vtxwindex[0] = 0;
+                               }
+                               if (p->vtxwindex[1] >= numvtxw)
+                               {
+                                       Con_Printf("%s: face->vtxwindex[1] %i >= numvtxw %i\n", loadmodel->name, p->vtxwindex[1], numvtxw);
+                                       p->vtxwindex[1] = 0;
+                               }
+                               if (p->vtxwindex[2] >= numvtxw)
+                               {
+                                       Con_Printf("%s: face->vtxwindex[2] %i >= numvtxw %i\n", loadmodel->name, p->vtxwindex[2], numvtxw);
+                                       p->vtxwindex[2] = 0;
+                               }
+                       }
+                       buffer = p;
+               }
+               else if (!strcmp(pchunk->id, "MATT0000"))
+               {
+                       pskmatt_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       nummatts = numrecords;
+                       matts = (pskmatt_t *)buffer;
+                       for (index = 0, p = (pskmatt_t *)buffer;index < numrecords;index++, p++)
+                       {
+                               // nothing to do
+                       }
+                       buffer = p;
+               }
+               else if (!strcmp(pchunk->id, "REFSKELT"))
+               {
+                       pskboneinfo_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numbones = numrecords;
+                       bones = (pskboneinfo_t *)buffer;
+                       for (index = 0, p = (pskboneinfo_t *)buffer;index < numrecords;index++, p++)
+                       {
+                               p->numchildren = LittleLong(p->numchildren);
+                               p->parent = LittleLong(p->parent);
+                               p->basepose.quat[0] = LittleFloat(p->basepose.quat[0]);
+                               p->basepose.quat[1] = LittleFloat(p->basepose.quat[1]);
+                               p->basepose.quat[2] = LittleFloat(p->basepose.quat[2]);
+                               p->basepose.quat[3] = LittleFloat(p->basepose.quat[3]);
+                               p->basepose.origin[0] = LittleFloat(p->basepose.origin[0]);
+                               p->basepose.origin[1] = LittleFloat(p->basepose.origin[1]);
+                               p->basepose.origin[2] = LittleFloat(p->basepose.origin[2]);
+                               p->basepose.unknown = LittleFloat(p->basepose.unknown);
+                               p->basepose.size[0] = LittleFloat(p->basepose.size[0]);
+                               p->basepose.size[1] = LittleFloat(p->basepose.size[1]);
+                               p->basepose.size[2] = LittleFloat(p->basepose.size[2]);
+#ifdef PSKQUATNEGATIONS
+                               if (index)
+                               {
+                                       p->basepose.quat[0] *= -1;
+                                       p->basepose.quat[1] *= -1;
+                                       p->basepose.quat[2] *= -1;
+                               }
+                               else
+                               {
+                                       p->basepose.quat[0] *=  1;
+                                       p->basepose.quat[1] *= -1;
+                                       p->basepose.quat[2] *=  1;
+                               }
+#endif
+                               if (p->parent < 0 || p->parent >= numbones)
+                               {
+                                       Con_Printf("%s: bone->parent %i >= numbones %i\n", loadmodel->name, p->parent, numbones);
+                                       p->parent = 0;
+                               }
+                       }
+                       buffer = p;
+               }
+               else if (!strcmp(pchunk->id, "RAWWEIGHTS"))
+               {
+                       pskrawweights_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", loadmodel->name, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numrawweights = numrecords;
+                       rawweights = (pskrawweights_t *)buffer;
+                       for (index = 0, p = (pskrawweights_t *)buffer;index < numrecords;index++, p++)
+                       {
+                               p->weight = LittleFloat(p->weight);
+                               p->pntsindex = LittleLong(p->pntsindex);
+                               p->boneindex = LittleLong(p->boneindex);
+                               if (p->pntsindex < 0 || p->pntsindex >= numpnts)
+                               {
+                                       Con_Printf("%s: weight->pntsindex %i >= numpnts %i\n", loadmodel->name, p->pntsindex, numpnts);
+                                       p->pntsindex = 0;
+                               }
+                               if (p->boneindex < 0 || p->boneindex >= numbones)
+                               {
+                                       Con_Printf("%s: weight->boneindex %i >= numbones %i\n", loadmodel->name, p->boneindex, numbones);
+                                       p->boneindex = 0;
+                               }
+                       }
+                       buffer = p;
+               }
+       }
+
+       while (animbuffer < animbufferend)
        {
-               int i, numposes;
-               zymscene_t *scene;
-       //      zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
-               loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
-               scene = (void *) (pheader->lump_scenes.start + pbase);
-               numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]);
-               for (i = 0;i < pheader->numscenes;i++)
+               pchunk = (pskchunk_t *)animbuffer;
+               animbuffer = (void *)((unsigned char *)animbuffer + sizeof(pskchunk_t));
+               version = LittleLong(pchunk->version);
+               recordsize = LittleLong(pchunk->recordsize);
+               numrecords = LittleLong(pchunk->numrecords);
+               if (developer_extra.integer)
+                       Con_DPrintf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+               if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0)
+                       Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway!\n", animname, pchunk->id, version);
+               if (!strcmp(pchunk->id, "ANIMHEAD"))
                {
-                       memcpy(loadmodel->animscenes[i].name, scene->name, 32);
-                       loadmodel->animscenes[i].firstframe = BigLong(scene->start);
-                       loadmodel->animscenes[i].framecount = BigLong(scene->length);
-                       loadmodel->animscenes[i].framerate = BigFloat(scene->framerate);
-                       loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0;
-                       if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes)
-                               Host_Error("Mod_LoadZymoticModel: scene firstframe (%i) >= numposes (%i)\n", loadmodel->animscenes[i].firstframe, numposes);
-                       if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes)
-                               Host_Error("Mod_LoadZymoticModel: scene firstframe (%i) + framecount (%i) >= numposes (%i)\n", loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes);
-                       if (loadmodel->animscenes[i].framerate < 0)
-                               Host_Error("Mod_LoadZymoticModel: scene framerate (%f) < 0\n", loadmodel->animscenes[i].framerate);
-                       scene++;
+                       // nothing to do
                }
+               else if (!strcmp(pchunk->id, "BONENAMES"))
+               {
+                       pskboneinfo_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", animname, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numanimbones = numrecords;
+                       //animbones = (pskboneinfo_t *)animbuffer;
+                       // NOTE: supposedly psa does not need to match the psk model, the
+                       // bones missing from the psa would simply use their base
+                       // positions from the psk, but this is hard for me to implement
+                       // and people can easily make animations that match.
+                       if (numanimbones != numbones)
+                               Host_Error("%s: this loader only supports animations with the same bones as the mesh", loadmodel->name);
+                       for (index = 0, p = (pskboneinfo_t *)animbuffer;index < numrecords;index++, p++)
+                       {
+                               p->numchildren = LittleLong(p->numchildren);
+                               p->parent = LittleLong(p->parent);
+                               p->basepose.quat[0] = LittleFloat(p->basepose.quat[0]);
+                               p->basepose.quat[1] = LittleFloat(p->basepose.quat[1]);
+                               p->basepose.quat[2] = LittleFloat(p->basepose.quat[2]);
+                               p->basepose.quat[3] = LittleFloat(p->basepose.quat[3]);
+                               p->basepose.origin[0] = LittleFloat(p->basepose.origin[0]);
+                               p->basepose.origin[1] = LittleFloat(p->basepose.origin[1]);
+                               p->basepose.origin[2] = LittleFloat(p->basepose.origin[2]);
+                               p->basepose.unknown = LittleFloat(p->basepose.unknown);
+                               p->basepose.size[0] = LittleFloat(p->basepose.size[0]);
+                               p->basepose.size[1] = LittleFloat(p->basepose.size[1]);
+                               p->basepose.size[2] = LittleFloat(p->basepose.size[2]);
+#ifdef PSKQUATNEGATIONS
+                               if (index)
+                               {
+                                       p->basepose.quat[0] *= -1;
+                                       p->basepose.quat[1] *= -1;
+                                       p->basepose.quat[2] *= -1;
+                               }
+                               else
+                               {
+                                       p->basepose.quat[0] *=  1;
+                                       p->basepose.quat[1] *= -1;
+                                       p->basepose.quat[2] *=  1;
+                               }
+#endif
+                               if (p->parent < 0 || p->parent >= numanimbones)
+                               {
+                                       Con_Printf("%s: bone->parent %i >= numanimbones %i\n", animname, p->parent, numanimbones);
+                                       p->parent = 0;
+                               }
+                               // check that bones are the same as in the base
+                               if (strcmp(p->name, bones[index].name) || p->parent != bones[index].parent)
+                                       Host_Error("%s: this loader only supports animations with the same bones as the mesh", animname);
+                       }
+                       animbuffer = p;
+               }
+               else if (!strcmp(pchunk->id, "ANIMINFO"))
+               {
+                       pskaniminfo_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", animname, pchunk->id);
+                       // byteswap in place and keep the pointer
+                       numanims = numrecords;
+                       anims = (pskaniminfo_t *)animbuffer;
+                       for (index = 0, p = (pskaniminfo_t *)animbuffer;index < numrecords;index++, p++)
+                       {
+                               p->numbones = LittleLong(p->numbones);
+                               p->playtime = LittleFloat(p->playtime);
+                               p->fps = LittleFloat(p->fps);
+                               p->firstframe = LittleLong(p->firstframe);
+                               p->numframes = LittleLong(p->numframes);
+                               if (p->numbones != numbones)
+                                       Con_Printf("%s: animinfo->numbones != numbones, trying to load anyway!\n", animname);
+                       }
+                       animbuffer = p;
+               }
+               else if (!strcmp(pchunk->id, "ANIMKEYS"))
+               {
+                       pskanimkeys_t *p;
+                       if (recordsize != sizeof(*p))
+                               Host_Error("%s: %s has unsupported recordsize", animname, pchunk->id);
+                       numanimkeys = numrecords;
+                       animkeys = (pskanimkeys_t *)animbuffer;
+                       for (index = 0, p = (pskanimkeys_t *)animbuffer;index < numrecords;index++, p++)
+                       {
+                               p->origin[0] = LittleFloat(p->origin[0]);
+                               p->origin[1] = LittleFloat(p->origin[1]);
+                               p->origin[2] = LittleFloat(p->origin[2]);
+                               p->quat[0] = LittleFloat(p->quat[0]);
+                               p->quat[1] = LittleFloat(p->quat[1]);
+                               p->quat[2] = LittleFloat(p->quat[2]);
+                               p->quat[3] = LittleFloat(p->quat[3]);
+                               p->frametime = LittleFloat(p->frametime);
+#ifdef PSKQUATNEGATIONS
+                               if (index % numbones)
+                               {
+                                       p->quat[0] *= -1;
+                                       p->quat[1] *= -1;
+                                       p->quat[2] *= -1;
+                               }
+                               else
+                               {
+                                       p->quat[0] *=  1;
+                                       p->quat[1] *= -1;
+                                       p->quat[2] *=  1;
+                               }
+#endif
+                       }
+                       animbuffer = p;
+                       // TODO: allocate bonepose stuff
+               }
+               else
+                       Con_Printf("%s: unknown chunk ID \"%s\"\n", animname, pchunk->id);
        }
 
+       if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys)
+               Host_Error("%s: missing required chunks", loadmodel->name);
+
+       loadmodel->numframes = 0;
+       for (index = 0;index < numanims;index++)
+               loadmodel->numframes += anims[index].numframes;
+
+       if (numanimkeys != numbones * loadmodel->numframes)
+               Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id);
+
+       meshvertices = numvtxw;
+       meshtriangles = numfaces;
+
+       // load external .skin files if present
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
+       loadmodel->num_bones = numbones;
+       loadmodel->num_poses = loadmodel->numframes;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       loadmodel->surfmesh.num_vertices = meshvertices;
+       loadmodel->surfmesh.num_triangles = meshtriangles;
+       // do most allocations as one merged chunk
+       size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size);
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+       loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
+       loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
+       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+       loadmodel->surfmesh.num_blends = 0;
+       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
+       loadmodel->data_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+       loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
+
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
+
+       // create surfaces
+       for (index = 0, i = 0;index < nummatts;index++)
        {
-               int i;
-               float *poses;
-       //      zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
-               loadmodel->zymdata_poses = Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length);
-               poses = (void *) (pheader->lump_poses.start + pbase);
-               for (i = 0;i < pheader->lump_poses.length / 4;i++)
-                       loadmodel->zymdata_poses[i] = BigFloat(poses[i]);
+               // since psk models do not have named sections, reuse their shader name as the section name
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
+               loadmodel->sortedmodelsurfaces[index] = index;
+               loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
+               loadmodel->data_surfaces[index].num_firstvertex = 0;
+               loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices;
        }
 
+       // copy over the vertex locations and texcoords
+       for (index = 0;index < numvtxw;index++)
        {
-               int i;
-               zymbone_t *bone;
-       //      zymlump_t lump_bones; // zymbone_t bone[numbones];
-               loadmodel->zymdata_bones = Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(zymbone_t));
-               bone = (void *) (pheader->lump_bones.start + pbase);
-               for (i = 0;i < pheader->numbones;i++)
+               loadmodel->surfmesh.data_vertex3f[index*3+0] = pnts[vtxw[index].pntsindex].origin[0];
+               loadmodel->surfmesh.data_vertex3f[index*3+1] = pnts[vtxw[index].pntsindex].origin[1];
+               loadmodel->surfmesh.data_vertex3f[index*3+2] = pnts[vtxw[index].pntsindex].origin[2];
+               loadmodel->surfmesh.data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
+               loadmodel->surfmesh.data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
+       }
+
+       // loading the faces is complicated because we need to sort them into surfaces by mattindex
+       for (index = 0;index < numfaces;index++)
+               loadmodel->data_surfaces[faces[index].mattindex].num_triangles++;
+       for (index = 0, i = 0;index < nummatts;index++)
+       {
+               loadmodel->data_surfaces[index].num_firsttriangle = i;
+               i += loadmodel->data_surfaces[index].num_triangles;
+               loadmodel->data_surfaces[index].num_triangles = 0;
+       }
+       for (index = 0;index < numfaces;index++)
+       {
+               i = (loadmodel->data_surfaces[faces[index].mattindex].num_firsttriangle + loadmodel->data_surfaces[faces[index].mattindex].num_triangles++)*3;
+               loadmodel->surfmesh.data_element3i[i+0] = faces[index].vtxwindex[0];
+               loadmodel->surfmesh.data_element3i[i+1] = faces[index].vtxwindex[1];
+               loadmodel->surfmesh.data_element3i[i+2] = faces[index].vtxwindex[2];
+       }
+
+       // copy over the bones
+       for (index = 0;index < numbones;index++)
+       {
+               strlcpy(loadmodel->data_bones[index].name, bones[index].name, sizeof(loadmodel->data_bones[index].name));
+               loadmodel->data_bones[index].parent = (index || bones[index].parent > 0) ? bones[index].parent : -1;
+               if (loadmodel->data_bones[index].parent >= index)
+                       Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
+       }
+
+       // sort the psk point weights into the vertex weight tables
+       // (which only accept up to 4 bones per vertex)
+       for (index = 0;index < numvtxw;index++)
+       {
+               int weightindex[4] = { 0, 0, 0, 0 };
+               float weightinfluence[4] = { 0, 0, 0, 0 };
+               int l;
+               for (j = 0;j < numrawweights;j++)
                {
-                       memcpy(loadmodel->zymdata_bones[i].name, bone[i].name, sizeof(bone[i].name));
-                       loadmodel->zymdata_bones[i].flags = BigLong(bone[i].flags);
-                       loadmodel->zymdata_bones[i].parent = BigLong(bone[i].parent);
-                       if (loadmodel->zymdata_bones[i].parent >= i)
-                               Host_Error("Mod_LoadZymoticModel: bone[%i].parent >= %i in %s\n", i, i, loadmodel->name);
+                       if (rawweights[j].pntsindex == vtxw[index].pntsindex)
+                       {
+                               int boneindex = rawweights[j].boneindex;
+                               float influence = rawweights[j].weight;
+                               for (l = 0;l < 4;l++)
+                               {
+                                       if (weightinfluence[l] < influence)
+                                       {
+                                               // move lower influence weights out of the way first
+                                               int l2;
+                                               for (l2 = 3;l2 > l;l2--)
+                                               {
+                                                       weightinfluence[l2] = weightinfluence[l2-1];
+                                                       weightindex[l2] = weightindex[l2-1];
+                                               }
+                                               // store the new weight
+                                               weightinfluence[l] = influence;
+                                               weightindex[l] = boneindex;
+                                               break;
+                                       }
+                               }
+                       }
                }
+               loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
        }
+       if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices)
+               loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
 
+       // set up the animscenes based on the anims
+       for (index = 0, i = 0;index < numanims;index++)
        {
-               int i, *bonecount;
-       //      zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
-               loadmodel->zymdata_vertbonecounts = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
-               bonecount = (void *) (pheader->lump_vertbonecounts.start + pbase);
-               for (i = 0;i < pheader->numverts;i++)
+               for (j = 0;j < anims[index].numframes;j++, i++)
                {
-                       loadmodel->zymdata_vertbonecounts[i] = BigLong(bonecount[i]);
-                       if (loadmodel->zymdata_vertbonecounts[i] < 1)
-                               Host_Error("Mod_LoadZymoticModel: bone vertex count < 1 in %s\n", loadmodel->name);
+                       dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j);
+                       loadmodel->animscenes[i].firstframe = i;
+                       loadmodel->animscenes[i].framecount = 1;
+                       loadmodel->animscenes[i].loop = true;
+                       loadmodel->animscenes[i].framerate = anims[index].fps;
                }
        }
 
+       // calculate the scaling value for bone origins so they can be compressed to short
+       biggestorigin = 0;
+       for (index = 0;index < numanimkeys;index++)
+       {
+               pskanimkeys_t *k = animkeys + index;
+               biggestorigin = max(biggestorigin, fabs(k->origin[0]));
+               biggestorigin = max(biggestorigin, fabs(k->origin[1]));
+               biggestorigin = max(biggestorigin, fabs(k->origin[2]));
+       }
+       loadmodel->num_posescale = biggestorigin / 32767.0f;
+       loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+       // load the poses from the animkeys
+       for (index = 0;index < numanimkeys;index++)
+       {
+               pskanimkeys_t *k = animkeys + index;
+               float quat[4];
+               Vector4Copy(k->quat, quat);
+               if (quat[3] > 0)
+                       Vector4Negate(quat, quat);
+               Vector4Normalize2(quat, quat);
+               // compress poses to the short[6] format for longterm storage
+               loadmodel->data_poses6s[index*6+0] = k->origin[0] * loadmodel->num_poseinvscale;
+               loadmodel->data_poses6s[index*6+1] = k->origin[1] * loadmodel->num_poseinvscale;
+               loadmodel->data_poses6s[index*6+2] = k->origin[2] * loadmodel->num_poseinvscale;
+               loadmodel->data_poses6s[index*6+3] = quat[0] * 32767.0f;
+               loadmodel->data_poses6s[index*6+4] = quat[1] * 32767.0f;
+               loadmodel->data_poses6s[index*6+5] = quat[2] * 32767.0f;
+       }
+       Mod_FreeSkinFiles(skinfiles);
+       Mem_Free(animfilebuffer);
+       Mod_MakeSortedSurfaces(loadmodel);
+
+       // compute all the mesh information that was not loaded from the file
+       // TODO: honor smoothing groups somehow?
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       Mod_BuildBaseBonePoses();
+       Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       Mod_Alias_CalculateBoundingBox();
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+       if (!loadmodel->surfmesh.isanimated)
+       {
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+       }
+}
+
+void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       unsigned char *data;
+       const char *text;
+       unsigned char *pbase;
+       iqmheader_t *header;
+       skinfile_t *skinfiles;
+       int i, j, k, meshvertices, meshtriangles;
+       float *vposition = NULL, *vtexcoord = NULL, *vnormal = NULL, *vtangent = NULL;
+       unsigned char *vblendindexes = NULL, *vblendweights = NULL;
+       iqmjoint_t *joint;
+       iqmanim_t *anim;
+       iqmpose_t *pose;
+       iqmmesh_t *mesh;
+       iqmbounds_t *bounds;
+       iqmvertexarray_t *va;
+       unsigned short *framedata;
+       float biggestorigin;
+       const int *inelements;
+       int *outelements;
+       float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector;
+
+       pbase = (unsigned char *)buffer;
+       header = (iqmheader_t *)buffer;
+       if (memcmp(header->id, "INTERQUAKEMODEL", 16))
+               Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model", loadmodel->name);
+       if (LittleLong(header->version) != 1)
+               Host_Error ("Mod_INTERQUAKEMODEL_Load: only version 1 models are currently supported (name = %s)", loadmodel->name);
+
+       loadmodel->modeldatatypestring = "IQM";
+
+       loadmodel->type = mod_alias;
+       loadmodel->synctype = ST_RAND;
+
+       // byteswap header
+       header->version = LittleLong(header->version);
+       header->filesize = LittleLong(header->filesize);
+       header->flags = LittleLong(header->flags);
+       header->num_text = LittleLong(header->num_text);
+       header->ofs_text = LittleLong(header->ofs_text);
+       header->num_meshes = LittleLong(header->num_meshes);
+       header->ofs_meshes = LittleLong(header->ofs_meshes);
+       header->num_vertexarrays = LittleLong(header->num_vertexarrays);
+       header->num_vertexes = LittleLong(header->num_vertexes);
+       header->ofs_vertexarrays = LittleLong(header->ofs_vertexarrays);
+       header->num_triangles = LittleLong(header->num_triangles);
+       header->ofs_triangles = LittleLong(header->ofs_triangles);
+       header->ofs_neighbors = LittleLong(header->ofs_neighbors);
+       header->num_joints = LittleLong(header->num_joints);
+       header->ofs_joints = LittleLong(header->ofs_joints);
+       header->num_poses = LittleLong(header->num_poses);
+       header->ofs_poses = LittleLong(header->ofs_poses);
+       header->num_anims = LittleLong(header->num_anims);
+       header->ofs_anims = LittleLong(header->ofs_anims);
+       header->num_frames = LittleLong(header->num_frames);
+       header->num_framechannels = LittleLong(header->num_framechannels);
+       header->ofs_frames = LittleLong(header->ofs_frames);
+       header->num_comment = LittleLong(header->num_comment);
+       header->ofs_comment = LittleLong(header->ofs_comment);
+       header->num_extensions = LittleLong(header->num_extensions);
+       header->ofs_extensions = LittleLong(header->ofs_extensions);
+
+       if (header->num_triangles < 1 || header->num_vertexes < 3 || header->num_vertexarrays < 1 || header->num_meshes < 1)
+       {
+               Con_Printf("%s has no geometry\n", loadmodel->name);
+               return;
+       }
+       if (header->num_frames < 1 || header->num_anims < 1)
+       {
+               Con_Printf("%s has no animations\n", loadmodel->name);
+               return;
+       }
+
+       va = (iqmvertexarray_t *)(pbase + header->ofs_vertexarrays);
+       for (i = 0;i < (int)header->num_vertexarrays;i++)
        {
-               int i;
-               zymvertex_t *vertdata;
-       //      zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
-               loadmodel->zymdata_verts = Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
-               vertdata = (void *) (pheader->lump_verts.start + pbase);
-               for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++)
+               va[i].type = LittleLong(va[i].type);
+               va[i].flags = LittleLong(va[i].flags);
+               va[i].format = LittleLong(va[i].format);
+               va[i].size = LittleLong(va[i].size);
+               va[i].offset = LittleLong(va[i].offset);
+               switch (va[i].type)
                {
-                       loadmodel->zymdata_verts[i].bonenum = BigLong(vertdata[i].bonenum);
-                       loadmodel->zymdata_verts[i].origin[0] = BigFloat(vertdata[i].origin[0]);
-                       loadmodel->zymdata_verts[i].origin[1] = BigFloat(vertdata[i].origin[1]);
-                       loadmodel->zymdata_verts[i].origin[2] = BigFloat(vertdata[i].origin[2]);
+               case IQM_POSITION:
+                       if (va[i].format == IQM_FLOAT && va[i].size == 3)
+                               vposition = (float *)(pbase + va[i].offset);
+                       break;
+               case IQM_TEXCOORD:
+                       if (va[i].format == IQM_FLOAT && va[i].size == 2)
+                               vtexcoord = (float *)(pbase + va[i].offset);
+                       break;
+               case IQM_NORMAL:
+                       if (va[i].format == IQM_FLOAT && va[i].size == 3)
+                               vnormal = (float *)(pbase + va[i].offset);
+                       break;
+               case IQM_TANGENT:
+                       if (va[i].format == IQM_FLOAT && va[i].size == 4)
+                               vtangent = (float *)(pbase + va[i].offset);
+                       break;
+               case IQM_BLENDINDEXES:
+                       if (va[i].format == IQM_UBYTE && va[i].size == 4)
+                               vblendindexes = (unsigned char *)(pbase + va[i].offset);
+                       break;
+               case IQM_BLENDWEIGHTS:
+                       if (va[i].format == IQM_UBYTE && va[i].size == 4)
+                               vblendweights = (unsigned char *)(pbase + va[i].offset);
+                       break;
+               }
+       }
+       if (!vposition || !vtexcoord || !vblendindexes || !vblendweights)
+       {
+               Con_Printf("%s is missing vertex array data\n", loadmodel->name);
+               return;
+       }
+
+       text = header->num_text && header->ofs_text ? (const char *)(pbase + header->ofs_text) : "";
+
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+       loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+       loadmodel->PointSuperContents = NULL;
+
+       // load external .skin files if present
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
+
+       loadmodel->numframes = header->num_anims;
+       loadmodel->num_bones = header->num_joints;
+       loadmodel->num_poses = header->num_frames;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header->num_meshes;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+
+       meshvertices = header->num_vertexes;
+       meshtriangles = header->num_triangles;
+
+       // do most allocations as one merged chunk
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+       loadmodel->surfmesh.num_vertices = meshvertices;
+       loadmodel->surfmesh.num_triangles = meshtriangles;
+       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
+       loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
+       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+       loadmodel->surfmesh.num_blends = 0;
+       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+       if (meshvertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+       loadmodel->data_poses6s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[6]);
+       loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
+
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
+
+       // load the bone info
+       joint = (iqmjoint_t *) (pbase + header->ofs_joints);
+       for (i = 0;i < loadmodel->num_bones;i++)
+       {
+               matrix4x4_t relbase, relinvbase, pinvbase, invbase;
+               joint[i].name = LittleLong(joint[i].name);
+               joint[i].parent = LittleLong(joint[i].parent);
+               for (j = 0;j < 3;j++)
+               {
+                       joint[i].origin[j] = LittleFloat(joint[i].origin[j]);
+                       joint[i].rotation[j] = LittleFloat(joint[i].rotation[j]);
+                       joint[i].scale[j] = LittleFloat(joint[i].scale[j]);
                }
+               strlcpy(loadmodel->data_bones[i].name, &text[joint[i].name], sizeof(loadmodel->data_bones[i].name));
+               loadmodel->data_bones[i].parent = joint[i].parent;
+               if (loadmodel->data_bones[i].parent >= i)
+                       Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
+               Matrix4x4_FromDoom3Joint(&relbase, joint[i].origin[0], joint[i].origin[1], joint[i].origin[2], joint[i].rotation[0], joint[i].rotation[1], joint[i].rotation[2]);
+               Matrix4x4_Invert_Simple(&relinvbase, &relbase);
+               if (loadmodel->data_bones[i].parent >= 0)
+               {
+                       Matrix4x4_FromArray12FloatD3D(&pinvbase, loadmodel->data_baseboneposeinverse + 12*loadmodel->data_bones[i].parent);
+                       Matrix4x4_Concat(&invbase, &relinvbase, &pinvbase);
+                       Matrix4x4_ToArray12FloatD3D(&invbase, loadmodel->data_baseboneposeinverse + 12*i);
+               }       
+               else Matrix4x4_ToArray12FloatD3D(&relinvbase, loadmodel->data_baseboneposeinverse + 12*i);
        }
 
+       // set up the animscenes based on the anims
+       anim = (iqmanim_t *) (pbase + header->ofs_anims);
+       for (i = 0;i < (int)header->num_anims;i++)
+       {
+               anim[i].name = LittleLong(anim[i].name);
+               anim[i].first_frame = LittleLong(anim[i].first_frame);
+               anim[i].num_frames = LittleLong(anim[i].num_frames);
+               anim[i].framerate = LittleFloat(anim[i].framerate);
+               anim[i].flags = LittleLong(anim[i].flags);
+               strlcpy(loadmodel->animscenes[i].name, &text[anim[i].name], sizeof(loadmodel->animscenes[i].name));
+               loadmodel->animscenes[i].firstframe = anim[i].first_frame;
+               loadmodel->animscenes[i].framecount = anim[i].num_frames;
+               loadmodel->animscenes[i].loop = ((anim[i].flags & IQM_LOOP) != 0);
+               loadmodel->animscenes[i].framerate = anim[i].framerate;
+       }
+       
+       pose = (iqmpose_t *) (pbase + header->ofs_poses);
+       biggestorigin = 0;
+       for (i = 0;i < (int)header->num_poses;i++)
        {
-               int i;
-               float *intexcoord, *outtexcoord;
-       //      zymlump_t lump_texcoords; // float texcoords[numvertices][2];
-               loadmodel->zymdata_texcoords = outtexcoord = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[4]));
-               intexcoord = (void *) (pheader->lump_texcoords.start + pbase);
-               for (i = 0;i < pheader->numverts;i++)
+               float f;
+               pose[i].parent = LittleLong(pose[i].parent);
+               pose[i].channelmask = LittleLong(pose[i].channelmask);
+               pose[i].channeloffset[0] = LittleFloat(pose[i].channeloffset[0]);
+               pose[i].channeloffset[1] = LittleFloat(pose[i].channeloffset[1]);
+               pose[i].channeloffset[2] = LittleFloat(pose[i].channeloffset[2]);       
+               pose[i].channeloffset[3] = LittleFloat(pose[i].channeloffset[3]);
+               pose[i].channeloffset[4] = LittleFloat(pose[i].channeloffset[4]);
+               pose[i].channeloffset[5] = LittleFloat(pose[i].channeloffset[5]);
+               pose[i].channeloffset[6] = LittleFloat(pose[i].channeloffset[6]);
+               pose[i].channeloffset[7] = LittleFloat(pose[i].channeloffset[7]);
+               pose[i].channeloffset[8] = LittleFloat(pose[i].channeloffset[8]);
+               pose[i].channelscale[0] = LittleFloat(pose[i].channelscale[0]);
+               pose[i].channelscale[1] = LittleFloat(pose[i].channelscale[1]);
+               pose[i].channelscale[2] = LittleFloat(pose[i].channelscale[2]);
+               pose[i].channelscale[3] = LittleFloat(pose[i].channelscale[3]);
+               pose[i].channelscale[4] = LittleFloat(pose[i].channelscale[4]);
+               pose[i].channelscale[5] = LittleFloat(pose[i].channelscale[5]);
+               pose[i].channelscale[6] = LittleFloat(pose[i].channelscale[6]);
+               pose[i].channelscale[7] = LittleFloat(pose[i].channelscale[7]);
+               pose[i].channelscale[8] = LittleFloat(pose[i].channelscale[8]);
+               f = fabs(pose[i].channeloffset[0]); biggestorigin = max(biggestorigin, f);
+               f = fabs(pose[i].channeloffset[1]); biggestorigin = max(biggestorigin, f);
+               f = fabs(pose[i].channeloffset[2]); biggestorigin = max(biggestorigin, f);
+               f = fabs(pose[i].channeloffset[0] + 0xFFFF*pose[i].channelscale[0]); biggestorigin = max(biggestorigin, f);
+               f = fabs(pose[i].channeloffset[1] + 0xFFFF*pose[i].channelscale[1]); biggestorigin = max(biggestorigin, f);
+               f = fabs(pose[i].channeloffset[2] + 0xFFFF*pose[i].channelscale[2]); biggestorigin = max(biggestorigin, f);
+       }
+       loadmodel->num_posescale = biggestorigin / 32767.0f;
+       loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+       // load the pose data
+       framedata = (unsigned short *) (pbase + header->ofs_frames);
+       for (i = 0, k = 0;i < (int)header->num_frames;i++)      
+       {
+               for (j = 0;j < (int)header->num_poses;j++, k++)
                {
-                       outtexcoord[i*4+0] = BigFloat(intexcoord[i*2+0]);
-                       // flip T coordinate for OpenGL
-                       outtexcoord[i*4+1] = 1 - BigFloat(intexcoord[i*2+1]);
+                       loadmodel->data_poses6s[k*6 + 0] = loadmodel->num_poseinvscale * (pose[j].channeloffset[0] + (pose[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[0] : 0));
+                       loadmodel->data_poses6s[k*6 + 1] = loadmodel->num_poseinvscale * (pose[j].channeloffset[1] + (pose[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[1] : 0));
+                       loadmodel->data_poses6s[k*6 + 2] = loadmodel->num_poseinvscale * (pose[j].channeloffset[2] + (pose[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[2] : 0));
+                       loadmodel->data_poses6s[k*6 + 3] = 32767.0f * (pose[j].channeloffset[3] + (pose[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[3] : 0));
+                       loadmodel->data_poses6s[k*6 + 4] = 32767.0f * (pose[j].channeloffset[4] + (pose[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[4] : 0));
+                       loadmodel->data_poses6s[k*6 + 5] = 32767.0f * (pose[j].channeloffset[5] + (pose[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[5] : 0));
+                       // skip scale data for now
+                       if(pose[j].channelmask&64) framedata++;
+                       if(pose[j].channelmask&128) framedata++;
+                       if(pose[j].channelmask&256) framedata++;
                }
        }
 
+       // load bounding box data
+       if (header->ofs_bounds)
        {
-               int i, count, *renderlist, *renderlistend, *outrenderlist;
-       //      zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
-               loadmodel->zymdata_renderlist = Mem_Alloc(loadmodel->mempool, pheader->lump_render.length);
-               // byteswap, validate, and swap winding order of tris
-               count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]);
-               if (pheader->lump_render.length != count)
-                       Host_Error("Mod_LoadZymoticModel: renderlist is wrong size in %s (is %i bytes, should be %i bytes)\n", loadmodel->name, pheader->lump_render.length, count);
-               outrenderlist = loadmodel->zymdata_renderlist = Mem_Alloc(loadmodel->mempool, count);
-               renderlist = (void *) (pheader->lump_render.start + pbase);
-               renderlistend = (void *) ((qbyte *) renderlist + pheader->lump_render.length);
-               for (i = 0;i < pheader->numshaders;i++)
+               float xyradius = 0, radius = 0;
+               bounds = (iqmbounds_t *) (pbase + header->ofs_bounds);
+               VectorClear(loadmodel->normalmins);
+               VectorClear(loadmodel->normalmaxs);
+               for (i = 0; i < (int)header->num_frames;i++)
                {
-                       if (renderlist >= renderlistend)
-                               Host_Error("Mod_LoadZymoticModel: corrupt renderlist in %s (wrong size)\n", loadmodel->name);
-                       count = BigLong(*renderlist);renderlist++;
-                       if (renderlist + count * 3 > renderlistend)
-                               Host_Error("Mod_LoadZymoticModel: corrupt renderlist in %s (wrong size)\n", loadmodel->name);
-                       *outrenderlist++ = count;
-                       while (count--)
+                       bounds[i].mins[0] = LittleFloat(bounds[i].mins[0]);
+                       bounds[i].mins[1] = LittleFloat(bounds[i].mins[1]);
+                       bounds[i].mins[2] = LittleFloat(bounds[i].mins[2]);
+                       bounds[i].maxs[0] = LittleFloat(bounds[i].maxs[0]);                     
+                       bounds[i].maxs[1] = LittleFloat(bounds[i].maxs[1]);     
+                       bounds[i].maxs[2] = LittleFloat(bounds[i].maxs[2]);     
+                       bounds[i].xyradius = LittleFloat(bounds[i].xyradius);
+                       bounds[i].radius = LittleFloat(bounds[i].radius);
+                       if (!i)
                        {
-                               outrenderlist[2] = BigLong(renderlist[0]);
-                               outrenderlist[1] = BigLong(renderlist[1]);
-                               outrenderlist[0] = BigLong(renderlist[2]);
-                               if ((unsigned int)outrenderlist[0] >= (unsigned int)pheader->numverts
-                                || (unsigned int)outrenderlist[1] >= (unsigned int)pheader->numverts
-                                || (unsigned int)outrenderlist[2] >= (unsigned int)pheader->numverts)
-                                       Host_Error("Mod_LoadZymoticModel: corrupt renderlist in %s (out of bounds index)\n", loadmodel->name);
-                               renderlist += 3;
-                               outrenderlist += 3;
+                               VectorCopy(bounds[i].mins, loadmodel->normalmins);
+                               VectorCopy(bounds[i].maxs, loadmodel->normalmaxs);
                        }
+                       else
+                       {
+                               if (loadmodel->normalmins[0] > bounds[i].mins[0]) loadmodel->normalmins[0] = bounds[i].mins[0];
+                               if (loadmodel->normalmins[1] > bounds[i].mins[1]) loadmodel->normalmins[1] = bounds[i].mins[1];
+                               if (loadmodel->normalmins[2] > bounds[i].mins[2]) loadmodel->normalmins[2] = bounds[i].mins[2];
+                               if (loadmodel->normalmaxs[0] < bounds[i].maxs[0]) loadmodel->normalmaxs[0] = bounds[i].maxs[0];
+                               if (loadmodel->normalmaxs[1] < bounds[i].maxs[1]) loadmodel->normalmaxs[1] = bounds[i].maxs[1];
+                               if (loadmodel->normalmaxs[2] < bounds[i].maxs[2]) loadmodel->normalmaxs[2] = bounds[i].maxs[2];
+                       }
+                       if (bounds[i].xyradius > xyradius)
+                               xyradius = bounds[i].xyradius;
+                       if (bounds[i].radius > radius)
+                               radius = bounds[i].radius;
+               }
+               loadmodel->yawmins[0] = loadmodel->yawmins[1] = -xyradius;
+               loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = xyradius;
+               loadmodel->yawmins[2] = loadmodel->normalmins[2];
+               loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+               loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
+               loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
+               loadmodel->radius = radius;
+               loadmodel->radius2 = radius * radius;
+       }
+
+       // load triangle data
+       inelements = (const int *) (pbase + header->ofs_triangles);
+       outelements = loadmodel->surfmesh.data_element3i;
+       for (i = 0;i < (int)header->num_triangles;i++)
+       {
+               outelements[0] = LittleLong(inelements[0]);             
+               outelements[1] = LittleLong(inelements[1]);
+               outelements[2] = LittleLong(inelements[2]);
+               outelements += 3;
+               inelements += 3;
+       }
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, header->num_vertexes, __FILE__, __LINE__);
+
+       if (header->ofs_neighbors)
+       {
+               inelements = (const int *) (pbase + header->ofs_neighbors);
+               outelements = loadmodel->surfmesh.data_neighbor3i;
+               for (i = 0;i < (int)header->num_triangles;i++)
+               {
+                       outelements[0] = LittleLong(inelements[0]);
+                       outelements[1] = LittleLong(inelements[1]);
+                       outelements[2] = LittleLong(inelements[2]);
+                       outelements += 3;
+                       inelements += 3;
+               }
+       }
+
+       // load vertex data
+       outvertex = loadmodel->surfmesh.data_vertex3f;
+       for (i = 0;i < (int)header->num_vertexes;i++)
+       {
+               outvertex[0] = LittleFloat(vposition[0]);
+               outvertex[1] = LittleFloat(vposition[1]);
+               outvertex[2] = LittleFloat(vposition[2]);
+               vposition += 3;
+               outvertex += 3;
+       }
+
+       outtexcoord = loadmodel->surfmesh.data_texcoordtexture2f;
+       for (i = 0;i < (int)header->num_vertexes;i++)
+       {
+               outtexcoord[0] = LittleFloat(vtexcoord[0]);
+               outtexcoord[1] = LittleFloat(vtexcoord[1]);
+               vtexcoord += 2;
+               outtexcoord += 2;
+       }
+
+       if(vnormal)
+       {
+               outnormal = loadmodel->surfmesh.data_normal3f;
+               for (i = 0;i < (int)header->num_vertexes;i++)
+               {
+                       outnormal[0] = LittleFloat(vnormal[0]);
+                       outnormal[1] = LittleFloat(vnormal[1]);
+                       outnormal[2] = LittleFloat(vnormal[2]);
+                       vnormal += 3;
+                       outnormal += 3;
                }
        }
 
+       if(vnormal && vtangent)
        {
-               int i;
-               char *shadername;
-       //      zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
-               loadmodel->zymdata_textures = Mem_Alloc(loadmodel->mempool, pheader->numshaders * sizeof(rtexture_t *));
-               shadername = (void *) (pheader->lump_shaders.start + pbase);
-               for (i = 0;i < pheader->numshaders;i++)
-                       loadmodel->zymdata_textures[i] = loadtextureimage(loadmodel->texturepool, shadername + i * 32, 0, 0, true, TEXF_ALPHA | TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0));
+               outnormal = loadmodel->surfmesh.data_normal3f;
+               outsvector = loadmodel->surfmesh.data_svector3f;
+               outtvector = loadmodel->surfmesh.data_tvector3f;
+               for (i = 0;i < (int)header->num_vertexes;i++)
+               {
+                       outsvector[0] = LittleFloat(vtangent[0]);
+                       outsvector[1] = LittleFloat(vtangent[1]);
+                       outsvector[2] = LittleFloat(vtangent[2]);
+                       if(LittleFloat(vtangent[3]) < 0)
+                               CrossProduct(outsvector, outnormal, outtvector);
+                       else
+                               CrossProduct(outnormal, outsvector, outtvector);
+                       vtangent += 4;
+                       outnormal += 3;
+                       outsvector += 3;
+                       outtvector += 3;
+               }
        }
 
+       for (i = 0; i < (int)header->num_vertexes;i++)
        {
-       //      zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
-               loadmodel->zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
-               memcpy(loadmodel->zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
+               blendweights_t weights;
+               memcpy(weights.index, vblendindexes + i*4, 4);
+               memcpy(weights.influence, vblendweights + i*4, 4);
+               loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights);
+       }
+
+       // load meshes
+       mesh = (iqmmesh_t *) (pbase + header->ofs_meshes);
+       for (i = 0;i < (int)header->num_meshes;i++)
+       {
+               msurface_t *surface;
+
+               mesh[i].name = LittleLong(mesh[i].name);
+               mesh[i].material = LittleLong(mesh[i].material);
+               mesh[i].first_vertex = LittleLong(mesh[i].first_vertex);
+               mesh[i].num_vertexes = LittleLong(mesh[i].num_vertexes);
+               mesh[i].first_triangle = LittleLong(mesh[i].first_triangle);
+               mesh[i].num_triangles = LittleLong(mesh[i].num_triangles);
+
+               loadmodel->sortedmodelsurfaces[i] = i;
+               surface = loadmodel->data_surfaces + i;
+               surface->texture = loadmodel->data_textures + i;
+               surface->num_firsttriangle = mesh[i].first_triangle;
+               surface->num_triangles = mesh[i].num_triangles;
+               surface->num_firstvertex = mesh[i].first_vertex;
+               surface->num_vertices = mesh[i].num_vertexes;
+
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, &text[mesh[i].name], &text[mesh[i].material]);
+       }
+
+       Mod_FreeSkinFiles(skinfiles);
+       Mod_MakeSortedSurfaces(loadmodel);
+
+       // compute all the mesh information that was not loaded from the file
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       if (!vnormal)
+               Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+       if (!vnormal || !vtangent)
+               Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       if (!header->ofs_neighbors)
+               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       if (!header->ofs_bounds)
+               Mod_Alias_CalculateBoundingBox();
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+
+       if (!loadmodel->surfmesh.isanimated)
+       {
+               Mod_MakeCollisionBIH(loadmodel, true);
+               loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+               loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+               loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+               loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
 }
+
+