]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
Remove the CONFIG_CD macro, and enable faketracks unconditionally.
[xonotic/darkplaces.git] / model_alias.c
index bf8af921909aacc87df24043bdbd66472cd1b168..238c18b37eff79a66ee9fed356f03e0a0dc0a1b5 100644 (file)
@@ -37,6 +37,7 @@ cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1", "deve
 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"};
+cvar_t mod_alias_force_animated = {0, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
 
 float mod_md3_sin[320];
 
@@ -61,6 +62,104 @@ void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes)
        return Mod_Skeletal_AnimateVertices_bonepose;
 }
 
+void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative)
+{
+       int i, blends;
+       float m[12];
+
+       if (!bonepose)
+               bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones);
+               
+       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 * 12, m, bonepose + i * 12);
+                       else
+                               memcpy(bonepose + i * 12, 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 * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+               }
+       }
+       else
+       {
+               for (i = 0;i < model->num_bones;i++)
+               {
+                       // blend by transform each quaternion/translation into a dual-quaternion first, then blending
+                       const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+                       float firstlerp = frameblend[0].lerp,
+                               firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2],
+                               rx = firstpose7s[3] * firstlerp,
+                               ry = firstpose7s[4] * firstlerp,
+                               rz = firstpose7s[5] * firstlerp,
+                               rw = firstpose7s[6] * firstlerp,
+                               dx = firsttx*rw + firstty*rz - firsttz*ry,
+                               dy = -firsttx*rz + firstty*rw + firsttz*rx,
+                               dz = firsttx*ry - firstty*rx + firsttz*rw,
+                               dw = -firsttx*rx - firstty*ry - firsttz*rz,
+                               scale, sx, sy, sz, sw;
+                       for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+                       {
+                               const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+                               float blendlerp = frameblend[blends].lerp,
+                                       blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2],
+                                       qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6];
+                               if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp;
+                               qx *= blendlerp;
+                               qy *= blendlerp;
+                               qz *= blendlerp;
+                               qw *= blendlerp;
+                               rx += qx;
+                               ry += qy;
+                               rz += qz;
+                               rw += qw;
+                               dx += blendtx*qw + blendty*qz - blendtz*qy;
+                               dy += -blendtx*qz + blendty*qw + blendtz*qx;
+                               dz += blendtx*qy - blendty*qx + blendtz*qw;
+                               dw += -blendtx*qx - blendty*qy - blendtz*qz;
+                       }
+                       // generate a matrix from the dual-quaternion, implicitly normalizing it in the process
+                       scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+                       sx = rx * scale;
+                       sy = ry * scale;
+                       sz = rz * scale;
+                       sw = rw * scale;
+                       m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+                       m[1] = 2*(sx*ry - sw*rz);
+                       m[2] = 2*(sx*rz + sw*ry);
+                       m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+                       m[4] = 2*(sx*ry + sw*rz);
+                       m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+                       m[6] = 2*(sy*rz - sw*rx);
+                       m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+                       m[8] = 2*(sx*rz - sw*ry);
+                       m[9] = 2*(sy*rz + sw*rx);
+                       m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+                       m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
+                       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 * 12, m, bonepose + i * 12);
+                       else
+                               memcpy(bonepose + i * 12, 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 * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+               }
+       }
+}
+
 static 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)
 {
 
@@ -97,6 +196,7 @@ void Mod_AliasInit (void)
        Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
        Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
        Cvar_RegisterVariable(&mod_alias_supporttagscale);
+       Cvar_RegisterVariable(&mod_alias_force_animated);
        for (i = 0;i < 320;i++)
                mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
 #ifdef SSE_POSSIBLE
@@ -391,11 +491,11 @@ int Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameble
                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_FromBonePose7s(&bonematrix, model->num_posescale, model->data_poses7s + 7 * (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));
+                               Matrix4x4_FromBonePose7s(&parentbonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + parenttagindex));
                                tempbonematrix = bonematrix;
                                Matrix4x4_Concat(&bonematrix, &parentbonematrix, &tempbonematrix);
                        }
@@ -454,7 +554,7 @@ int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int s
                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_FromBonePose7s(&bonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + tagindex));
                        Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp);
                }
                *tag_localmatrix = blendmatrix;
@@ -510,7 +610,7 @@ static void Mod_BuildBaseBonePoses(void)
        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);
+               Matrix4x4_FromBonePose7s(&bonematrix, loadmodel->num_posescale, loadmodel->data_poses7s + 7 * boneindex);
                if (loadmodel->data_bones[boneindex].parent >= 0)
                {
                        tempbonematrix = bonematrix;
@@ -523,26 +623,39 @@ static void Mod_BuildBaseBonePoses(void)
        Mem_Free(basebonepose);
 }
 
-static void Mod_Alias_CalculateBoundingBox(void)
+static qboolean Mod_Alias_CalculateBoundingBox(void)
 {
        int vnum;
        qboolean firstvertex = true;
        float dist, yawradius, radius;
        float *v;
+       qboolean isanimated = false;
        VectorClear(loadmodel->normalmins);
        VectorClear(loadmodel->normalmaxs);
        yawradius = 0;
        radius = 0;
        if (loadmodel->AnimateVertices)
        {
-               float *vertex3f;
+               float *vertex3f, *refvertex3f;
                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]));
+               vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]) * 2);
+               refvertex3f = NULL;
                for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
                {
                        loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+                       if (!refvertex3f)
+                       {
+                               // make a copy of the first frame for comparing all others
+                               refvertex3f = vertex3f + loadmodel->surfmesh.num_vertices * 3;
+                               memcpy(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+                       }
+                       else
+                       {
+                               if (!isanimated && memcmp(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3])))
+                                       isanimated = true;
+                       }
                        for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
                        {
                                if (firstvertex)
@@ -608,6 +721,7 @@ static void Mod_Alias_CalculateBoundingBox(void)
        loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
        loadmodel->radius = radius;
        loadmodel->radius2 = radius * radius;
+       return isanimated;
 }
 
 static void Mod_Alias_MorphMesh_CompileFrames(void)
@@ -638,33 +752,46 @@ static void Mod_Alias_MorphMesh_CompileFrames(void)
        }
 }
 
-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)
+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 skipsupercontentsmask, int skipmaterialflagsmask)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
        msurface_t *surface;
-       float vertex3fbuf[1024*3];
+       float vertex3fbuf[1024 * 3];
        float *vertex3f = vertex3fbuf;
+       float *freevertex3f = NULL;
+       // for static cases we can just call CollisionBIH which is much faster
+       if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL))
+       {
+               Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+               return;
+       }
        memset(trace, 0, sizeof(*trace));
        trace->fraction = 1;
-       trace->realfraction = 1;
        trace->hitsupercontentsmask = hitsupercontentsmask;
-       if (model->surfmesh.num_vertices > 1024)
-               vertex3f = Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+       trace->skipsupercontentsmask = skipsupercontentsmask;
+       trace->skipmaterialflagsmask = skipmaterialflagsmask;
        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);
+       if (frameblend == NULL || frameblend[0].subframe != 0 || frameblend[0].lerp != 0 || skeleton != NULL)
+       {
+               if (model->surfmesh.num_vertices > 1024)
+                       vertex3f = freevertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+               model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+       }
+       else
+               vertex3f = model->surfmesh.data_vertex3f;
        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);
-       if (vertex3f != vertex3fbuf)
-               Mem_Free(vertex3f);
+       if (freevertex3f)
+               Mem_Free(freevertex3f);
 }
 
-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)
+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 skipsupercontentsmask, int skipmaterialflagsmask)
 {
        int i;
        vec3_t shiftstart, shiftend;
@@ -679,18 +806,26 @@ static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameb
        {
                VectorAdd(start, boxmins, shiftstart);
                VectorAdd(end, boxmins, shiftend);
-               Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
+               Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
                VectorSubtract(trace->endpos, boxmins, trace->endpos);
                return;
        }
 
+       // for static cases we can just call CollisionBIH which is much faster
+       if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL))
+       {
+               Mod_CollisionBIH_TraceBox(model, frameblend, skeleton, trace, start, boxmins, boxmaxs, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+               return;
+       }
+
        // box trace, performed as brush trace
        memset(trace, 0, sizeof(*trace));
        trace->fraction = 1;
-       trace->realfraction = 1;
        trace->hitsupercontentsmask = hitsupercontentsmask;
+       trace->skipsupercontentsmask = skipsupercontentsmask;
+       trace->skipmaterialflagsmask = skipmaterialflagsmask;
        if (model->surfmesh.num_vertices > 1024)
-               vertex3f = Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+               vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * 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;
@@ -779,7 +914,6 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
                // read frames
                for (i = 0;i < groupframes;i++)
                {
-                       pinframe = (daliasframe_t *)datapointer;
                        datapointer += sizeof(daliasframe_t);
                        Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap);
                        datapointer += sizeof(trivertx_t) * inverts;
@@ -788,43 +922,6 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
        }
 }
 
-static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
-{
-       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_DEFAULT;
-       texture->offsetscale = 1;
-       texture->offsetbias = 0;
-       texture->specularscalemod = 1;
-       texture->specularpowermod = 1;
-       texture->surfaceflags = 0;
-       texture->supercontents = SUPERCONTENTS_SOLID;
-       if (!(texture->basematerialflags & MATERIALFLAG_BLENDED))
-               texture->supercontents |= SUPERCONTENTS_OPAQUE;
-}
-
 void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
 {
        int i;
@@ -847,14 +944,14 @@ void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, con
                                        Image_StripImageExtension(skinfileitem->replacement, stripbuf, sizeof(stripbuf));
                                        if(developer_extra.integer)
                                                Con_DPrintf("--> got %s from skin file\n", stripbuf);
-                                       Mod_LoadTextureFromQ3Shader(skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+                                       Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
                                        break;
                                }
                        }
                        if (!skinfileitem)
                        {
                                // don't render unmentioned meshes
-                               Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+                               Mod_LoadCustomMaterial(loadmodel->mempool, skin, meshname, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing());
                                if(developer_extra.integer)
                                        Con_DPrintf("--> skipping\n");
                                skin->basematerialflags = skin->currentmaterialflags = MATERIALFLAG_NOSHADOW | MATERIALFLAG_NODRAW;
@@ -866,7 +963,7 @@ void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, con
                if(developer_extra.integer)
                        Con_DPrintf("--> using default\n");
                Image_StripImageExtension(shadername, stripbuf, sizeof(stripbuf));
-               Mod_LoadTextureFromQ3Shader(skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+               Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
        }
 }
 
@@ -894,7 +991,6 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        float *vertst;
        int *vertonseam, *vertremap;
        skinfile_t *skinfiles;
-       char vabuf[1024];
 
        datapointer = (unsigned char *)buffer;
        pinmodel = (mdl_t *)datapointer;
@@ -916,13 +1012,12 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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;
        // FIXME add TraceBrush!
        loadmodel->PointSuperContents = NULL;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
 
        loadmodel->num_surfaces = 1;
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
@@ -1020,8 +1115,8 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        for (i = 0;i < numverts;i++)
        {
                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*2+0] = LittleLong(pinstverts[i].s) * scales;
+               vertst[i*2+1] = LittleLong(pinstverts[i].t) * scalet;
                vertst[(i+numverts)*2+0] = vertst[i*2+0] + 0.5;
                vertst[(i+numverts)*2+1] = vertst[i*2+1];
        }
@@ -1034,7 +1129,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                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__);
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, NULL, 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++)
@@ -1083,17 +1178,9 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
 // 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);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
-       }
        Mod_MDL_LoadFrames (startframes, numverts, vertremap);
-       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_CalculateBoundingBox();
+       loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_Alias_MorphMesh_CompileFrames();
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
 
        Mem_Free(vertst);
        Mem_Free(vertremap);
@@ -1164,8 +1251,8 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                        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));
+                               if (!Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, false, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL))
+                                       Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, 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++;
                        }
@@ -1173,8 +1260,12 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                // 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(vabuf, sizeof(vabuf), "%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
+               for (;;)
                {
+                       dpsnprintf(name, sizeof(name), "%s_%i", loadmodel->name, loadmodel->numskins);
+                       tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false, false);
+                       if (!tempskinframe)
+                               break;
                        // expand the arrays to make room
                        tempskinscenes = loadmodel->skinscenes;
                        loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t));
@@ -1187,7 +1278,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        Mem_Free(tempaliasskins);
 
                        // store the info about the new skin
-                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe);
+                       Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, 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;
@@ -1195,6 +1286,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        loadmodel->skinscenes[loadmodel->numskins].loop = true;
 
                        //increase skin counts
+                       loadmodel->num_textures++;
                        loadmodel->numskins++;
                        totalskins++;
 
@@ -1212,12 +1304,13 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -1275,12 +1368,11 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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->AnimateVertices = Mod_MDL_AnimateVertices;
 
        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));
@@ -1317,17 +1409,13 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        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]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0));
+       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->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]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       }
 
        loadmodel->synctype = ST_RAND;
 
@@ -1349,7 +1437,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
                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);
+                       Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
        }
        else
        {
@@ -1358,7 +1446,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
                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);
+               Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures, loadmodel->name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing());
        }
 
        loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
@@ -1471,13 +1559,10 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        Mem_Free(vertremap);
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices; // needed during loading, may be cleared by code later in this function
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_CalculateBoundingBox();
+       loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_Alias_MorphMesh_CompileFrames();
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MDL_AnimateVertices : NULL;
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
        surface = loadmodel->data_surfaces;
        surface->texture = loadmodel->data_textures;
@@ -1486,9 +1571,10 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -1541,12 +1627,11 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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->AnimateVertices = Mod_MD3_AnimateVertices;
        loadmodel->synctype = ST_RAND;
        // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
        i = LittleLong (pinmodel->flags);
@@ -1607,7 +1692,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
+       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) + 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);
@@ -1616,10 +1701,6 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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]);
-       if (r_enableshadowvolumes.integer)
-       {
-               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)
@@ -1644,7 +1725,12 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
                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]);
+               {
+                       int e = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
+                       loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = e;
+                       if (loadmodel->surfmesh.data_element3s)
+                               loadmodel->surfmesh.data_element3s[j + surface->num_firsttriangle * 3] = e;
+               }
                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]);
@@ -1666,24 +1752,19 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
                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__);
+               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + 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];
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = Mod_MD3_AnimateVertices; // needed during loading, may be cleared by code later in this function
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_MorphMesh_CompileFrames();
-       Mod_Alias_CalculateBoundingBox();
+       loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
        Mod_MakeSortedSurfaces(loadmodel);
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_MD3_AnimateVertices : NULL;
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -1781,12 +1862,11 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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->AnimateVertices = Mod_Skeletal_AnimateVertices;
 
        loadmodel->numframes = pheader->numscenes;
        loadmodel->num_surfaces = pheader->numshaders;
@@ -1806,6 +1886,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
 
        // model bbox
+       // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
        modelradius = pheader->radius;
        for (i = 0;i < 3;i++)
        {
@@ -1875,27 +1956,23 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        meshvertices = pheader->numverts;
        meshtriangles = pheader->numtris;
 
-       loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
        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]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (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]));
+       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) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + 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]);
-       if (r_enableshadowvolumes.integer)
-       {
-               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->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
        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);
@@ -1903,7 +1980,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                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->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
        loadmodel->surfmesh.data_blendweights = NULL;
 
        //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
@@ -1944,7 +2021,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        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));
+                       Matrix4x4_ToBonePose7s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses7s + 7*(i*loadmodel->num_bones+j));
                }
        }
 
@@ -1983,6 +2060,14 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                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;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4  ] = boneindex;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = 0;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = 0;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = 0;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4  ] = 255;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = 0;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = 0;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = 0;
        }
        Z_Free(bonepose);
        // normals and tangents are calculated after elements are loaded
@@ -2061,16 +2146,18 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, 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, r_smoothnormals_areaweighting.integer != 0);
        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);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -2152,14 +2239,14 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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->AnimateVertices = Mod_Skeletal_AnimateVertices;
 
        // model bbox
+       // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
        for (i = 0;i < 3;i++)
        {
                loadmodel->normalmins[i] = pheader->mins[i];
@@ -2196,25 +2283,21 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
        // 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) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + 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));
+       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) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + 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]);
-       if (r_enableshadowvolumes.integer)
-       {
-               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->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
        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);
@@ -2225,7 +2308,7 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                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->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
        loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
 
        for (i = 0;i < loadmodel->numskins;i++)
@@ -2295,7 +2378,7 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        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));
+                       Matrix4x4_ToBonePose7s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses7s + 7*(i*loadmodel->num_bones+j));
                }
        }
 
@@ -2322,7 +2405,8 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
        {
                const int *inelements;
-               int *outelements;
+               int *outelement3i;
+               unsigned short *outelement3s;
                const float *intexcoord;
                msurface_t *surface;
 
@@ -2337,15 +2421,20 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                meshtriangles += surface->num_triangles;
 
                inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices));
-               outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               outelement3i = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               outelement3s = loadmodel->surfmesh.data_element3s ? loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3 : NULL;
                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;
+                       outelement3i[j * 3 + 0] = surface->num_firstvertex + BigLong(inelements[j * 3 + 2]);
+                       outelement3i[j * 3 + 1] = surface->num_firstvertex + BigLong(inelements[j * 3 + 1]);
+                       outelement3i[j * 3 + 2] = surface->num_firstvertex + BigLong(inelements[j * 3 + 0]);
+                       if (outelement3s)
+                       {
+                               outelement3s[j * 3 + 0] = outelement3i[j * 3 + 0];
+                               outelement3s[j * 3 + 1] = outelement3i[j * 3 + 1];
+                               outelement3s[j * 3 + 2] = outelement3i[j * 3 + 2];
+                       }
                }
 
                intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords));
@@ -2411,12 +2500,20 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                data += sizeof(dpmbonevert_t);
                        }
                        loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4  ] = weightindex[0];
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = weightindex[1];
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = weightindex[2];
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = weightindex[3];
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4  ] = (unsigned char)(weightinfluence[0]*255.0f);
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = (unsigned char)(weightinfluence[1]*255.0f);
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = (unsigned char)(weightinfluence[2]*255.0f);
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
                }
 
                // 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__);
+               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + 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));
@@ -2425,17 +2522,16 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+       loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -2492,20 +2588,19 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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->AnimateVertices = Mod_Skeletal_AnimateVertices;
        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);
+       if (!animbuffer)
+               animbufferend = animbuffer;
 
        numpnts = 0;
        pnts = NULL;
@@ -2823,15 +2918,19 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        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)
+       if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights)
                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);
+       if (numanims)
+       {
+               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);
+       }
+       else
+               loadmodel->numframes = loadmodel->num_poses = 1;
 
        meshvertices = numvtxw;
        meshtriangles = numfaces;
@@ -2847,24 +2946,20 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
        // 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]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0)  + 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);
+       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_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 char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + 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]);
-       if (r_enableshadowvolumes.integer)
-       {
-               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->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
        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);
@@ -2875,7 +2970,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                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->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
        loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
 
        for (i = 0;i < loadmodel->numskins;i++)
@@ -2933,6 +3028,30 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
        }
 
+       // convert the basepose data
+       if (loadmodel->num_bones)
+       {
+               int boneindex;
+               matrix4x4_t *basebonepose;
+               float *outinvmatrix = loadmodel->data_baseboneposeinverse;
+               matrix4x4_t bonematrix;
+               matrix4x4_t tempbonematrix;
+               basebonepose = (matrix4x4_t *)Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(matrix4x4_t));
+               for (boneindex = 0;boneindex < loadmodel->num_bones;boneindex++)
+               {
+                       Matrix4x4_FromOriginQuat(&bonematrix, bones[boneindex].basepose.origin[0], bones[boneindex].basepose.origin[1], bones[boneindex].basepose.origin[2], bones[boneindex].basepose.quat[0], bones[boneindex].basepose.quat[1], bones[boneindex].basepose.quat[2], bones[boneindex].basepose.quat[3]);
+                       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);
+       }
+
        // 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++)
@@ -2966,54 +3085,106 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        }
                }
                loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4  ] = weightindex[0];
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4+1] = weightindex[1];
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4+2] = weightindex[2];
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4+3] = weightindex[3];
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4  ] = (unsigned char)(weightinfluence[0]*255.0f);
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4+1] = (unsigned char)(weightinfluence[1]*255.0f);
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4+2] = (unsigned char)(weightinfluence[2]*255.0f);
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
        }
        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++)
+       if (numanims)
        {
-               for (j = 0;j < anims[index].numframes;j++, i++)
+               for (index = 0, i = 0;index < numanims;index++)
                {
-                       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;
+                       for (j = 0;j < anims[index].numframes;j++, i++)
+                       {
+                               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[7] format for longterm storage
+                       loadmodel->data_poses7s[index*7+0] = k->origin[0] * loadmodel->num_poseinvscale;
+                       loadmodel->data_poses7s[index*7+1] = k->origin[1] * loadmodel->num_poseinvscale;
+                       loadmodel->data_poses7s[index*7+2] = k->origin[2] * loadmodel->num_poseinvscale;
+                       loadmodel->data_poses7s[index*7+3] = quat[0] * 32767.0f;
+                       loadmodel->data_poses7s[index*7+4] = quat[1] * 32767.0f;
+                       loadmodel->data_poses7s[index*7+5] = quat[2] * 32767.0f;
+                       loadmodel->data_poses7s[index*7+6] = quat[3] * 32767.0f;
                }
        }
-
-       // calculate the scaling value for bone origins so they can be compressed to short
-       biggestorigin = 0;
-       for (index = 0;index < numanimkeys;index++)
+       else
        {
-               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;
+               strlcpy(loadmodel->animscenes[0].name, "base", sizeof(loadmodel->animscenes[0].name));
+               loadmodel->animscenes[0].firstframe = 0;
+               loadmodel->animscenes[0].framecount = 1;
+               loadmodel->animscenes[0].loop = true;
+               loadmodel->animscenes[0].framerate = 10;
 
-       // 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;
+               // calculate the scaling value for bone origins so they can be compressed to short
+               biggestorigin = 0;
+               for (index = 0;index < numbones;index++)
+               {
+                       pskboneinfo_t *p = bones + index;
+                       biggestorigin = max(biggestorigin, fabs(p->basepose.origin[0]));
+                       biggestorigin = max(biggestorigin, fabs(p->basepose.origin[1]));
+                       biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2]));
+               }
+               loadmodel->num_posescale = biggestorigin / 32767.0f;
+               loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+       
+               // load the basepose as a frame
+               for (index = 0;index < numbones;index++)
+               {
+                       pskboneinfo_t *p = bones + index;
+                       float quat[4];
+                       Vector4Copy(p->basepose.quat, quat);
+                       if (quat[3] > 0)
+                               Vector4Negate(quat, quat);
+                       Vector4Normalize2(quat, quat);
+                       // compress poses to the short[7] format for longterm storage
+                       loadmodel->data_poses7s[index*7+0] = p->basepose.origin[0] * loadmodel->num_poseinvscale;
+                       loadmodel->data_poses7s[index*7+1] = p->basepose.origin[1] * loadmodel->num_poseinvscale;
+                       loadmodel->data_poses7s[index*7+2] = p->basepose.origin[2] * loadmodel->num_poseinvscale;
+                       loadmodel->data_poses7s[index*7+3] = quat[0] * 32767.0f;
+                       loadmodel->data_poses7s[index*7+4] = quat[1] * 32767.0f;
+                       loadmodel->data_poses7s[index*7+5] = quat[2] * 32767.0f;
+                       loadmodel->data_poses7s[index*7+6] = quat[3] * 32767.0f;
+               }
        }
+
        Mod_FreeSkinFiles(skinfiles);
-       Mem_Free(animfilebuffer);
+       if (animfilebuffer)
+               Mem_Free(animfilebuffer);
        Mod_MakeSortedSurfaces(loadmodel);
 
        // compute all the mesh information that was not loaded from the file
@@ -3021,17 +3192,17 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
        Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        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);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_CalculateBoundingBox();
+       loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -3060,8 +3231,6 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        float biggestorigin;
        const unsigned int *inelements;
        int *outelements;
-       const int *inneighbors;
-       int *outneighbors;
        float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor;
        // this pointers into the file data are read only through Little* functions so they can be unaligned memory
        const float *vnormal = NULL;
@@ -3243,12 +3412,11 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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->AnimateVertices = Mod_Skeletal_AnimateVertices;
 
        // load external .skin files if present
        skinfiles = Mod_LoadSkinFiles();
@@ -3261,23 +3429,18 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices; // updated later
 
        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) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + 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));
+       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) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + 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]);
-       if (r_enableshadowvolumes.integer)
-       {
-               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]);
@@ -3287,6 +3450,11 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]);
        }
+       if (vblendindexes && vblendweights)
+       {
+               loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+       }
        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);
@@ -3300,7 +3468,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                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->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
        if (vblendindexes && vblendweights)
                loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
 
@@ -3405,7 +3573,8 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
 
        loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
-       loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
+       if(mod_alias_force_animated.string[0])
+               loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
        biggestorigin = 0;
        if (header.version == 1)
@@ -3486,12 +3655,19 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                {
                        for (j = 0;j < (int)header.num_poses;j++, k++)
                        {
-                               loadmodel->data_poses6s[k*6 + 0] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[0] + (pose1[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[0] : 0));
-                               loadmodel->data_poses6s[k*6 + 1] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[1] + (pose1[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[1] : 0));
-                               loadmodel->data_poses6s[k*6 + 2] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[2] + (pose1[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[2] : 0));
-                               loadmodel->data_poses6s[k*6 + 3] = 32767.0f * (pose1[j].channeloffset[3] + (pose1[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[3] : 0));
-                               loadmodel->data_poses6s[k*6 + 4] = 32767.0f * (pose1[j].channeloffset[4] + (pose1[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[4] : 0));
-                               loadmodel->data_poses6s[k*6 + 5] = 32767.0f * (pose1[j].channeloffset[5] + (pose1[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[5] : 0));
+                               float qx, qy, qz, qw;
+                               loadmodel->data_poses7s[k*7 + 0] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[0] + (pose1[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[0] : 0));
+                               loadmodel->data_poses7s[k*7 + 1] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[1] + (pose1[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[1] : 0));
+                               loadmodel->data_poses7s[k*7 + 2] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[2] + (pose1[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[2] : 0));
+                               qx = pose1[j].channeloffset[3] + (pose1[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[3] : 0);
+                               qy = pose1[j].channeloffset[4] + (pose1[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[4] : 0);
+                               qz = pose1[j].channeloffset[5] + (pose1[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[5] : 0);
+                               qw = 1.0f - (qx*qx + qy*qy + qz*qz);
+                               qw = qw > 0.0f ? -sqrt(qw) : 0.0f;
+                               loadmodel->data_poses7s[k*7 + 3] = 32767.0f * qx;
+                               loadmodel->data_poses7s[k*7 + 4] = 32767.0f * qy;
+                               loadmodel->data_poses7s[k*7 + 5] = 32767.0f * qz;
+                               loadmodel->data_poses7s[k*7 + 6] = 32767.0f * qw;
                                // skip scale data for now
                                if(pose1[j].channelmask&64) framedata++;
                                if(pose1[j].channelmask&128) framedata++;
@@ -3502,12 +3678,19 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                {
                        for (i = 0;i < loadmodel->num_bones;i++)
                        {
-                               loadmodel->data_poses6s[i*6 + 0] = loadmodel->num_poseinvscale * joint1[i].origin[0];
-                               loadmodel->data_poses6s[i*6 + 1] = loadmodel->num_poseinvscale * joint1[i].origin[1];
-                               loadmodel->data_poses6s[i*6 + 2] = loadmodel->num_poseinvscale * joint1[i].origin[2];
-                               loadmodel->data_poses6s[i*6 + 3] = 32767.0f * joint1[i].rotation[0];
-                               loadmodel->data_poses6s[i*6 + 4] = 32767.0f * joint1[i].rotation[1];
-                               loadmodel->data_poses6s[i*6 + 5] = 32767.0f * joint1[i].rotation[2];
+                               float qx, qy, qz, qw;
+                               loadmodel->data_poses7s[i*7 + 0] = loadmodel->num_poseinvscale * joint1[i].origin[0];
+                               loadmodel->data_poses7s[i*7 + 1] = loadmodel->num_poseinvscale * joint1[i].origin[1];
+                               loadmodel->data_poses7s[i*7 + 2] = loadmodel->num_poseinvscale * joint1[i].origin[2];
+                               qx = joint1[i].rotation[0];
+                               qy = joint1[i].rotation[1];
+                               qz = joint1[i].rotation[2];
+                               qw = 1.0f - (qx*qx + qy*qy + qz*qz);
+                               qw = qw > 0.0f ? -sqrt(qw) : 0.0f;
+                               loadmodel->data_poses7s[i*7 + 3] = 32767.0f * qx;
+                               loadmodel->data_poses7s[i*7 + 4] = 32767.0f * qy;
+                               loadmodel->data_poses7s[i*7 + 5] = 32767.0f * qz;
+                               loadmodel->data_poses7s[i*7 + 6] = 32767.0f * qw;
                        }
                }
        }
@@ -3518,9 +3701,9 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        for (j = 0;j < (int)header.num_poses;j++, k++)
                        {
                                float rot[4];
-                               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_poses7s[k*7 + 0] = loadmodel->num_poseinvscale * (pose[j].channeloffset[0] + (pose[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[0] : 0));
+                               loadmodel->data_poses7s[k*7 + 1] = loadmodel->num_poseinvscale * (pose[j].channeloffset[1] + (pose[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[1] : 0));
+                               loadmodel->data_poses7s[k*7 + 2] = loadmodel->num_poseinvscale * (pose[j].channeloffset[2] + (pose[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[2] : 0));
                                rot[0] = pose[j].channeloffset[3] + (pose[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[3] : 0);
                                rot[1] = pose[j].channeloffset[4] + (pose[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[4] : 0);
                                rot[2] = pose[j].channeloffset[5] + (pose[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[5] : 0);
@@ -3528,9 +3711,10 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                if (rot[3] > 0)
                                        Vector4Negate(rot, rot);
                                Vector4Normalize2(rot, rot);
-                               loadmodel->data_poses6s[k*6 + 3] = 32767.0f * rot[0];
-                               loadmodel->data_poses6s[k*6 + 4] = 32767.0f * rot[1];
-                               loadmodel->data_poses6s[k*6 + 5] = 32767.0f * rot[2];
+                               loadmodel->data_poses7s[k*7 + 3] = 32767.0f * rot[0];
+                               loadmodel->data_poses7s[k*7 + 4] = 32767.0f * rot[1];
+                               loadmodel->data_poses7s[k*7 + 5] = 32767.0f * rot[2];
+                               loadmodel->data_poses7s[k*7 + 6] = 32767.0f * rot[3];
                                // skip scale data for now
                                if(pose[j].channelmask&128) framedata++;
                                if(pose[j].channelmask&256) framedata++;
@@ -3541,12 +3725,13 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                {
                        for (i = 0;i < loadmodel->num_bones;i++)
                        {
-                               loadmodel->data_poses6s[i*6 + 0] = loadmodel->num_poseinvscale * joint[i].origin[0];
-                               loadmodel->data_poses6s[i*6 + 1] = loadmodel->num_poseinvscale * joint[i].origin[1];
-                               loadmodel->data_poses6s[i*6 + 2] = loadmodel->num_poseinvscale * joint[i].origin[2];
-                               loadmodel->data_poses6s[i*6 + 3] = 32767.0f * joint[i].rotation[0];
-                               loadmodel->data_poses6s[i*6 + 4] = 32767.0f * joint[i].rotation[1];
-                               loadmodel->data_poses6s[i*6 + 5] = 32767.0f * joint[i].rotation[2];
+                               loadmodel->data_poses7s[i*7 + 0] = loadmodel->num_poseinvscale * joint[i].origin[0];
+                               loadmodel->data_poses7s[i*7 + 1] = loadmodel->num_poseinvscale * joint[i].origin[1];
+                               loadmodel->data_poses7s[i*7 + 2] = loadmodel->num_poseinvscale * joint[i].origin[2];
+                               loadmodel->data_poses7s[i*7 + 3] = 32767.0f * joint[i].rotation[0];
+                               loadmodel->data_poses7s[i*7 + 4] = 32767.0f * joint[i].rotation[1];
+                               loadmodel->data_poses7s[i*7 + 5] = 32767.0f * joint[i].rotation[2];
+                               loadmodel->data_poses7s[i*7 + 6] = 32767.0f * joint[i].rotation[3];
                        }
                }
        }
@@ -3609,22 +3794,10 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                outelements += 3;
                inelements += 3;
        }
-       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
-
-       if (header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
-       {
-               // this unaligned memory access is safe (LittleLong reads as bytes)
-               inneighbors = (const int *)(pbase + header.ofs_neighbors);
-               outneighbors = loadmodel->surfmesh.data_neighbor3i;
-               for (i = 0;i < (int)header.num_triangles;i++)
-               {
-                       outneighbors[0] = LittleLong(inneighbors[0]);
-                       outneighbors[1] = LittleLong(inneighbors[1]);
-                       outneighbors[2] = LittleLong(inneighbors[2]);
-                       outneighbors += 3;
-                       inneighbors += 3;
-               }
-       }
+       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.data_element3s, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
 
        // load vertex data
        // this unaligned memory access is safe (LittleFloat reads as bytes)
@@ -3693,6 +3866,14 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        memcpy(weights.index, vblendindexes + i*4, 4);
                        memcpy(weights.influence, vblendweights + i*4, 4);
                        loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights);
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4  ] = weights.index[0];
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4+1] = weights.index[1];
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4+2] = weights.index[2];
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4+3] = weights.index[3];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4  ] = weights.influence[0];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4+1] = weights.influence[1];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4+2] = weights.influence[2];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4+3] = weights.influence[3];
                }
        }
 
@@ -3753,21 +3934,17 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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, r_smoothnormals_areaweighting.integer != 0);
        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, r_smoothnormals_areaweighting.integer != 0);
-       if (!header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        if (!header.ofs_bounds)
                Mod_Alias_CalculateBoundingBox();
 
-       if (!loadmodel->surfmesh.isanimated && loadmodel->surfmesh.num_triangles >= 1)
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+       if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;