]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
implemented QW skin support, it's broken on skins that are not the same
[xonotic/darkplaces.git] / model_alias.c
index dd4bb31f94e1efb28d2922e2bfec311ed33c91f3..4cecaaf7dfa57569ccb21e30a7383cb3c66e977c 100644 (file)
@@ -29,27 +29,34 @@ 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"};
 
+float mod_md3_sin[320];
+
 void Mod_AliasInit (void)
 {
+       int i;
        Cvar_RegisterVariable(&r_skeletal_debugbone);
        Cvar_RegisterVariable(&r_skeletal_debugbonecomponent);
        Cvar_RegisterVariable(&r_skeletal_debugbonevalue);
        Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
        Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
        Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+       for (i = 0;i < 320;i++)
+               mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
 }
 
-void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameblend, float *out3f)
+void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
 {
-       if (model->surfmesh.num_vertexboneweights)
+#define MAX_BONES 256
+       if (model->surfmesh.data_vertexweightindex4i)
        {
-               int i, k, blends;
-               surfmeshvertexboneweight_t *v;
-               float *out, *matrix, m[12], bonepose[256][12];
                // vertex weighted skeletal
+               int i, k;
+               float boneposerelative[MAX_BONES][12];
                // interpolate matrices and concatenate them to their parents
                for (i = 0;i < model->num_bones;i++)
                {
+                       int blends;
+                       float *matrix, m[12], bonepose[MAX_BONES][12];
                        for (k = 0;k < 12;k++)
                                m[k] = 0;
                        for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
@@ -68,56 +75,290 @@ void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameb
                        else
                                for (k = 0;k < 12;k++)
                                        bonepose[i][k] = m[k];
+                       // create a relative deformation matrix to describe displacement
+                       // from the base mesh, which is used by the actual weighting
+                       R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
                }
                // blend the vertex bone weights
-               memset(out3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
-               v = model->surfmesh.data_vertexboneweights;
-               for (i = 0;i < model->surfmesh.num_vertexboneweights;i++, v++)
+               // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
+               // special case for the first bone because it avoids the need to memset the arrays before filling
+               {
+                       const float *v = model->surfmesh.data_vertex3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       memset(vertex3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+                       {
+                               if (wf[0] == 1)
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                       vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                       vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                       vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                       vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                               vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                               vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                                       }
+                               }
+                       }
+               }
+               if (normal3f)
+               {
+                       const float *n = model->surfmesh.data_normal3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       memset(normal3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
+                       {
+                               if (wf[0] == 1)
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                       normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                       normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                       normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                       normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                               normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                               normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                                       }
+                               }
+                       }
+               }
+               if (svector3f)
+               {
+                       const float *sv = model->surfmesh.data_svector3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       memset(svector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
+                       {
+                               if (wf[0] == 1)
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                       svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                       svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                       svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                       svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                               svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                               svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                                       }
+                               }
+                       }
+               }
+               if (tvector3f)
                {
-                       out = out3f + v->vertexindex * 3;
-                       matrix = bonepose[v->boneindex];
-                       // FIXME: this can very easily be optimized with SSE or 3DNow
-                       out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
-                       out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
-                       out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
+                       const float *tv = model->surfmesh.data_tvector3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       memset(tvector3f, 0, sizeof(float[3]) * model->surfmesh.num_vertices);
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
+                       {
+                               if (wf[0] == 1)
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                       tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                       tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                       tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                       tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                               tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                               tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                                       }
+                               }
+                       }
                }
        }
-       else if (!model->surfmesh.data_morphvertex3f)
-               Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
-       else
+       else if (model->surfmesh.data_morphmd3vertex)
        {
                // vertex morph
+               int i, numblends, blendnum;
                int numverts = model->surfmesh.num_vertices;
-               const float *vertsbase = model->surfmesh.data_morphvertex3f;
-               const float *verts1 = vertsbase + numverts * 3 * frameblend[0].frame;
-               if (frameblend[1].lerp)
+               numblends = 0;
+               for (blendnum = 0;blendnum < 4;blendnum++)
+               {
+                       //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
+                       if (frameblend[blendnum].lerp > 0)
+                               numblends = blendnum + 1;
+               }
+               // special case for the first blend because it avoids some adds and the need to memset the arrays first
+               for (blendnum = 0;blendnum < numblends;blendnum++)
                {
-                       int i;
-                       float lerp1 = frameblend[0].lerp;
-                       const float *verts2 = vertsbase + numverts * 3 * frameblend[1].frame;
-                       float lerp2 = frameblend[1].lerp;
-                       if (frameblend[2].lerp)
+                       const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
+                       float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                               }
+                       }
+                       // the yaw and pitch stored in md3 models are 8bit quantized angles
+                       // (0-255), and as such a lookup table is very well suited to
+                       // decoding them, and since cosine is equivilant to sine with an
+                       // extra 45 degree rotation, this uses one lookup table for both
+                       // sine and cosine with a +64 bias to get cosine.
+                       if (normal3f)
                        {
-                               const float *verts3 = vertsbase + numverts * 3 * frameblend[2].frame;
-                               float lerp3 = frameblend[2].lerp;
-                               if (frameblend[3].lerp)
+                               float lerp = frameblend[blendnum].lerp;
+                               if (blendnum == 0)
                                {
-                                       const float *verts4 = vertsbase + numverts * 3 * frameblend[3].frame;
-                                       float lerp4 = frameblend[3].lerp;
-                                       for (i = 0;i < numverts * 3;i++)
-                                               out3f[i] = lerp1 * verts1[i] + lerp2 * verts2[i] + lerp3 * verts3[i] + lerp4 * verts4[i];
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 2] =                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                                       }
                                }
                                else
-                                       for (i = 0;i < numverts * 3;i++)
-                                               out3f[i] = lerp1 * verts1[i] + lerp2 * verts2[i] + lerp3 * verts3[i];
+                               {
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 2] +=                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                                       }
+                               }
                        }
+               }
+               // md3 model vertices do not include tangents, so we have to generate them (extremely slow)
+               if (normal3f)
+                       if (svector3f)
+                               Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
+       }
+       else if (model->surfmesh.data_morphmdlvertex)
+       {
+               // vertex morph
+               int i, numblends, blendnum;
+               int numverts = model->surfmesh.num_vertices;
+               float translate[3];
+               VectorClear(translate);
+               numblends = 0;
+               // blend the frame translates to avoid redundantly doing so on each vertex
+               // (a bit of a brain twister but it works)
+               for (blendnum = 0;blendnum < 4;blendnum++)
+               {
+                       if (model->surfmesh.data_morphmd2framesize6f)
+                               VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
                        else
-                               for (i = 0;i < numverts * 3;i++)
-                                       out3f[i] = lerp1 * verts1[i] + lerp2 * verts2[i];
+                               VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+                       if (frameblend[blendnum].lerp > 0)
+                               numblends = blendnum + 1;
                }
-               else
-                       memcpy(out3f, verts1, numverts * 3 * sizeof(float));
+               // special case for the first blend because it avoids some adds and the need to memset the arrays first
+               for (blendnum = 0;blendnum < numblends;blendnum++)
+               {
+                       const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
+                       float scale[3];
+                       if (model->surfmesh.data_morphmd2framesize6f)
+                               VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
+                       else
+                               VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                               }
+                       }
+                       // the vertex normals in mdl models are an index into a table of
+                       // 162 unique values, this very crude quantization reduces the
+                       // vertex normal to only one byte, which saves a lot of space but
+                       // also makes lighting pretty coarse
+                       if (normal3f)
+                       {
+                               float lerp = frameblend[blendnum].lerp;
+                               if (blendnum == 0)
+                               {
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                               VectorScale(vn, lerp, normal3f + i*3);
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                               VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+                                       }
+                               }
+                       }
+               }
+               if (normal3f)
+                       if (svector3f)
+                               Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
        }
+       else
+               Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
 }
 
 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix)
@@ -139,22 +380,7 @@ int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, ma
                        R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix);
                        tagindex = model->data_bones[tagindex].parent;
                }
-               outmatrix->m[0][0] = bonematrix[0];
-               outmatrix->m[0][1] = bonematrix[1];
-               outmatrix->m[0][2] = bonematrix[2];
-               outmatrix->m[0][3] = bonematrix[3];
-               outmatrix->m[1][0] = bonematrix[4];
-               outmatrix->m[1][1] = bonematrix[5];
-               outmatrix->m[1][2] = bonematrix[6];
-               outmatrix->m[1][3] = bonematrix[7];
-               outmatrix->m[2][0] = bonematrix[8];
-               outmatrix->m[2][1] = bonematrix[9];
-               outmatrix->m[2][2] = bonematrix[10];
-               outmatrix->m[2][3] = bonematrix[11];
-               outmatrix->m[3][0] = 0;
-               outmatrix->m[3][1] = 0;
-               outmatrix->m[3][2] = 0;
-               outmatrix->m[3][3] = 1;
+               Matrix4x4_FromArray12FloatD3D(outmatrix, bonematrix);
        }
        else if (model->num_tags)
        {
@@ -162,7 +388,7 @@ int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, ma
                        return 4;
                if (poseframe >= model->num_tagframes)
                        return 6;
-               *outmatrix = model->data_tags[poseframe * model->num_tags + tagindex].matrix;
+               Matrix4x4_FromArray12FloatGL(outmatrix, model->data_tags[poseframe * model->num_tags + tagindex].matrixgl);
        }
        return 0;
 }
@@ -185,6 +411,110 @@ int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const
        return 0;
 }
 
+static void Mod_BuildBaseBonePoses(void)
+{
+       int i, k;
+       double scale;
+       float *basebonepose = Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(float[12]));
+       float *in12f = loadmodel->data_poses;
+       float *out12f = basebonepose;
+       float *outinv12f = loadmodel->data_baseboneposeinverse;
+       for (i = 0;i < loadmodel->num_bones;i++, in12f += 12, out12f += 12, outinv12f += 12)
+       {
+               if (loadmodel->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
+               else
+                       for (k = 0;k < 12;k++)
+                               out12f[k] = in12f[k];
+
+               // invert The Matrix
+
+               // we only support uniform scaling, so assume the first row is enough
+               // (note the lack of sqrt here, because we're trying to undo the scaling,
+               // this means multiplying by the inverse scale twice - squaring it, which
+               // makes the sqrt a waste of time)
+               scale = 1.0 / (out12f[ 0] * out12f[ 0] + out12f[ 1] * out12f[ 1] + out12f[ 2] * out12f[ 2]);
+
+               // invert the rotation by transposing and multiplying by the squared
+               // recipricol of the input matrix scale as described above
+               outinv12f[ 0] = (float)(out12f[ 0] * scale);
+               outinv12f[ 1] = (float)(out12f[ 4] * scale);
+               outinv12f[ 2] = (float)(out12f[ 8] * scale);
+               outinv12f[ 4] = (float)(out12f[ 1] * scale);
+               outinv12f[ 5] = (float)(out12f[ 5] * scale);
+               outinv12f[ 6] = (float)(out12f[ 9] * scale);
+               outinv12f[ 8] = (float)(out12f[ 2] * scale);
+               outinv12f[ 9] = (float)(out12f[ 6] * scale);
+               outinv12f[10] = (float)(out12f[10] * scale);
+
+               // invert the translate
+               outinv12f[ 3] = -(out12f[ 3] * outinv12f[ 0] + out12f[ 7] * outinv12f[ 1] + out12f[11] * outinv12f[ 2]);
+               outinv12f[ 7] = -(out12f[ 3] * outinv12f[ 4] + out12f[ 7] * outinv12f[ 5] + out12f[11] * outinv12f[ 6]);
+               outinv12f[11] = -(out12f[ 3] * outinv12f[ 8] + out12f[ 7] * outinv12f[ 9] + out12f[11] * outinv12f[10]);
+       }
+       Mem_Free(basebonepose);
+}
+
+static void Mod_Alias_CalculateBoundingBox(void)
+{
+       int i, j;
+       int vnum;
+       qboolean firstvertex = true;
+       float dist, yawradius, radius;
+       float *v;
+       float *vertex3f;
+       frameblend_t frameblend[4];
+       memset(frameblend, 0, sizeof(frameblend));
+       frameblend[0].lerp = 1;
+       vertex3f = Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+       VectorClear(loadmodel->normalmins);
+       VectorClear(loadmodel->normalmaxs);
+       yawradius = 0;
+       radius = 0;
+       for (i = 0;i < loadmodel->numframes;i++)
+       {
+               for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++)
+               {
+                       Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
+                       for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+                       {
+                               if (firstvertex)
+                               {
+                                       firstvertex = false;
+                                       VectorCopy(v, loadmodel->normalmins);
+                                       VectorCopy(v, loadmodel->normalmaxs);
+                               }
+                               else
+                               {
+                                       if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+                                       if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+                                       if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+                                       if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+                                       if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+                                       if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+                               }
+                               dist = v[0] * v[0] + v[1] * v[1];
+                               if (yawradius < dist)
+                                       yawradius = dist;
+                               dist += v[2] * v[2];
+                               if (radius < dist)
+                                       radius = dist;
+                       }
+               }
+       }
+       Mem_Free(vertex3f);
+       radius = sqrt(radius);
+       yawradius = sqrt(yawradius);
+       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
+       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = yawradius;
+       loadmodel->yawmins[2] = loadmodel->normalmins[2];
+       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+       loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
+       loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
+       loadmodel->radius = radius;
+       loadmodel->radius2 = radius * radius;
+}
+
 static void Mod_Alias_Mesh_CompileFrameZero(void)
 {
        frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
@@ -192,8 +522,7 @@ static void Mod_Alias_Mesh_CompileFrameZero(void)
        loadmodel->surfmesh.data_svector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 3;
        loadmodel->surfmesh.data_tvector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 6;
        loadmodel->surfmesh.data_normal3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 9;
-       Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f);
-       Mod_BuildTextureVectorsAndNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, loadmodel->surfmesh.data_normal3f, true);
+       Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f);
 }
 
 static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
@@ -229,7 +558,7 @@ static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, co
                segmentmaxs[2] = max(start[2], end[2]) + 1;
                for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
                {
-                       Mod_Alias_GetMesh_Vertex3f(model, frameblend, vertex3f);
+                       Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
                        Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
                }
        }
@@ -259,69 +588,29 @@ static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, co
                                maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
                                vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
                        }
-                       Mod_Alias_GetMesh_Vertex3f(model, frameblend, vertex3f);
+                       Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
                        Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
                }
        }
 }
 
-static void Mod_CalcAliasModelBBoxes (void)
-{
-       int vnum;
-       float dist, yawradius, radius;
-       float *v;
-       VectorClear(loadmodel->normalmins);
-       VectorClear(loadmodel->normalmaxs);
-       yawradius = 0;
-       radius = 0;
-       for (vnum = 0, v = loadmodel->surfmesh.data_morphvertex3f;vnum < loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes;vnum++, v += 3)
-       {
-               if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
-               if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
-               if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
-               if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
-               if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
-               if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
-               dist = v[0] * v[0] + v[1] * v[1];
-               if (yawradius < dist)
-                       yawradius = dist;
-               dist += v[2] * v[2];
-               if (radius < dist)
-                       radius = dist;
-       }
-       radius = sqrt(radius);
-       yawradius = sqrt(yawradius);
-       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
-       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = yawradius;
-       loadmodel->yawmins[2] = loadmodel->normalmins[2];
-       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
-       loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
-       loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
-       loadmodel->radius = radius;
-       loadmodel->radius2 = radius * radius;
-}
-
-static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int *vertremap)
+static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
 {
        int i, j;
-       vec3_t temp;
        for (i = 0;i < inverts;i++)
        {
                if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply...
                        continue;
-               temp[0] = v[i].v[0] * scale[0] + translate[0];
-               temp[1] = v[i].v[1] * scale[1] + translate[1];
-               temp[2] = v[i].v[2] * scale[2] + translate[2];
                j = vertremap[i]; // not onseam
                if (j >= 0)
-                       VectorCopy(temp, out3f + j * 3);
+                       out[j] = v[i];
                j = vertremap[i+inverts]; // onseam
                if (j >= 0)
-                       VectorCopy(temp, out3f + j * 3);
+                       out[j] = v[i];
        }
 }
 
-static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t scale, vec3_t translate, int *vertremap)
+static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *vertremap)
 {
        int i, f, pose, groupframes;
        float interval;
@@ -364,7 +653,7 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t
                // get scene name from first frame
                pinframe = (daliasframe_t *)datapointer;
 
-               strcpy(scene->name, pinframe->name);
+               strlcpy(scene->name, pinframe->name, sizeof(scene->name));
                scene->firstframe = pose;
                scene->framecount = groupframes;
                scene->framerate = 1.0f / interval;
@@ -376,79 +665,69 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t
                {
                        pinframe = (daliasframe_t *)datapointer;
                        datapointer += sizeof(daliasframe_t);
-                       Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphvertex3f + pose * loadmodel->surfmesh.num_vertices * 3, vertremap);
+                       Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap);
                        datapointer += sizeof(trivertx_t) * inverts;
                        pose++;
                }
        }
 }
 
-static skinframe_t missingskinframe;
-static void Mod_BuildAliasSkinFromSkinFrame(texture_t *skin, skinframe_t *skinframe)
+static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
 {
+       if (cls.state == ca_dedicated)
+               return;
        // hack
-       if (skinframe == NULL)
-       {
-               skinframe = &missingskinframe;
-               memset(skinframe, 0, sizeof(*skinframe));
-               skinframe->base = r_texture_notexture;
-       }
-
-       skin->skin = *skinframe;
-       skin->currentframe = skin;
-       skin->basematerialflags = MATERIALFLAG_WALL;
-       if (skin->skin.fog)
-               skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
-       skin->currentmaterialflags = skin->basematerialflags;
+       if (!skinframe)
+               skinframe = R_SkinFrame_LoadMissing();
+       texture->currentframe = texture;
+       texture->numskinframes = 1;
+       texture->skinframerate = 1;
+       texture->skinframes[0] = skinframe;
+       texture->currentskinframe = skinframe;
+
+       texture->basematerialflags = MATERIALFLAG_WALL;
+       if (texture->currentskinframe->fog)
+               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+       texture->currentmaterialflags = texture->basematerialflags;
 }
 
 static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
 {
        int i;
        skinfileitem_t *skinfileitem;
-       skinframe_t tempskinframe;
+       skinframe_t *tempskinframe;
        if (skinfile)
        {
                // the skin += loadmodel->num_surfaces part of this is because data_textures on alias models is arranged as [numskins][numsurfaces]
                for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces)
                {
                        memset(skin, 0, sizeof(*skin));
+                       Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+                       // don't render unmentioned meshes
+                       skin->basematerialflags = skin->currentmaterialflags = 0;
+                       // see if a mesh
                        for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
                        {
                                // leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw"
                                if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
                                {
-                                       memset(&tempskinframe, 0, sizeof(tempskinframe));
-                                       if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
-                                               Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
-                                       else
-                                       {
+                                       tempskinframe = R_SkinFrame_LoadExternal(skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
+                                       if (!tempskinframe)
                                                if (cls.state != ca_dedicated)
-                                                       Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
-                                               if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
-                                                       Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
-                                               else
-                                               {
-                                                       if (cls.state != ca_dedicated)
-                                                               Con_Printf("failed to load skin \"%s\"\n", shadername);
-                                                       Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
-                                               }
-                                       }
+                                                       Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
+                                       Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe);
+                                       break;
                                }
                        }
                }
        }
        else
        {
-               memset(&tempskinframe, 0, sizeof(tempskinframe));
-               if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
-                       Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
-               else
-               {
+               tempskinframe = R_SkinFrame_LoadExternal(shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
+               if (!tempskinframe)
                        if (cls.state != ca_dedicated)
                                Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
-                       Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
-               }
+               Mod_BuildAliasSkinFromSkinFrame(skin, tempskinframe);
        }
 }
 
@@ -457,7 +736,7 @@ static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfi
 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
-       float scales, scalet, scale[3], translate[3], interval;
+       float scales, scalet, interval;
        msurface_t *surface;
        unsigned char *data;
        mdl_t *pinmodel;
@@ -470,7 +749,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        daliasgroup_t *pinframegroup;
        unsigned char *datapointer, *startframes, *startskins;
        char name[MAX_QPATH];
-       skinframe_t tempskinframe;
+       skinframe_t *tempskinframe;
        animscene_t *tempskinscenes;
        texture_t *tempaliasskins;
        float *vertst;
@@ -515,12 +794,14 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        BOUNDI(loadmodel->numframes,0,65536);
        loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype);
        BOUNDI(loadmodel->synctype,0,2);
-       loadmodel->flags = LittleLong (pinmodel->flags);
+       // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+       i = LittleLong (pinmodel->flags);
+       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
 
        for (i = 0;i < 3;i++)
        {
-               scale[i] = LittleFloat (pinmodel->scale[i]);
-               translate[i] = LittleFloat (pinmodel->scale_origin[i]);
+               loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]);
+               loadmodel->surfmesh.num_morphmdlframetranslate[i] = LittleFloat (pinmodel->scale_origin[i]);
        }
 
        startskins = datapointer;
@@ -642,11 +923,11 @@ void Mod_IDP0_Load(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_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
+       loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
        loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
-       Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap);
+       Mod_MDL_LoadFrames (startframes, numverts, vertremap);
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_CalcAliasModelBBoxes();
+       Mod_Alias_CalculateBoundingBox();
        Mod_Alias_Mesh_CompileFrameZero();
 
        Mem_Free(vertst);
@@ -655,7 +936,8 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        // load the skins
        skinfiles = Mod_LoadSkinFiles();
        loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
-       loadmodel->num_textures = loadmodel->num_surfaces;
+       loadmodel->num_textures = loadmodel->num_surfaces * totalskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
        loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
        if (skinfiles)
        {
@@ -713,16 +995,17 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
                                        sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
                                else
                                        sprintf (name, "%s_%i", loadmodel->name, i);
-                               if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
-                                       Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL);
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
+                               tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false);
+                               if (!tempskinframe)
+                                       tempskinframe = R_SkinFrame_LoadInternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL);
+                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe);
                                datapointer += skinwidth * skinheight;
                                totalskins++;
                        }
                }
                // check for skins that don't exist in the model, but do exist as external images
                // (this was added because yummyluv kept pestering me about support for it)
-               while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
+               while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, false)))
                {
                        // expand the arrays to make room
                        tempskinscenes = loadmodel->skinscenes;
@@ -736,8 +1019,8 @@ void Mod_IDP0_Load(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);
-                       strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name);
+                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe);
+                       strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
                        loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
                        loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
                        loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
@@ -746,6 +1029,11 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
                        //increase skin counts
                        loadmodel->numskins++;
                        totalskins++;
+
+                       // fix up the pointers since they are pointing at the old textures array
+                       // FIXME: this is a hack!
+                       for (j = 0;j < loadmodel->numskins * loadmodel->num_surfaces;j++)
+                               loadmodel->data_textures[j].currentframe = &loadmodel->data_textures[j];
                }
        }
 
@@ -755,25 +1043,14 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        surface->num_triangles = loadmodel->surfmesh.num_triangles;
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
-}
 
-static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int numverts, int *vertremap)
-{
-       int i;
-       trivertx_t *in;
-       for (i = 0;i < numverts;i++, out3f += 3)
-       {
-               in = v + vertremap[i];
-               out3f[0] = in->v[0] * scale[0] + translate[0];
-               out3f[1] = in->v[1] * scale[1] + translate[1];
-               out3f[2] = in->v[2] * scale[2] + translate[2];
-       }
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
 {
-       int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, numverts;
-       float *stverts, s, t, scale[3], translate[3];
+       int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
+       float iskinwidth, iskinheight;
        unsigned char *data;
        msurface_t *surface;
        md2_t *pinmodel;
@@ -785,11 +1062,11 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        struct md2verthash_s
        {
                struct md2verthash_s *next;
-               int xyz;
-               float st[2];
+               unsigned short xyz;
+               unsigned short st;
        }
        *hash, **md2verthash, *md2verthashdata;
-       skinframe_t tempskinframe;
+       skinframe_t *tempskinframe;
        skinfile_t *skinfiles;
 
        pinmodel = (md2_t *)buffer;
@@ -829,22 +1106,28 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
 
-       loadmodel->num_surfaces = 1;
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int));
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->surfacelist[0] = 0;
-
        loadmodel->numskins = LittleLong(pinmodel->num_skins);
        numxyz = LittleLong(pinmodel->num_xyz);
        numst = LittleLong(pinmodel->num_st);
        loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
        loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
-       loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
+       skinwidth = LittleLong(pinmodel->skinwidth);
+       skinheight = LittleLong(pinmodel->skinheight);
+       iskinwidth = 1.0f / skinwidth;
+       iskinheight = 1.0f / skinheight;
+
+       loadmodel->num_surfaces = 1;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+       loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->surfacelist[0] = 0;
+       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+       loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
+       loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
 
-       loadmodel->flags = 0; // there are no MD2 flags
        loadmodel->synctype = ST_RAND;
 
        // load the skins
@@ -852,7 +1135,8 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        skinfiles = Mod_LoadSkinFiles();
        if (skinfiles)
        {
-               loadmodel->num_textures = loadmodel->num_surfaces;
+               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
                loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
                Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
                Mod_FreeSkinFiles(skinfiles);
@@ -860,24 +1144,23 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        else if (loadmodel->numskins)
        {
                // skins found (most likely not a player model)
-               loadmodel->num_textures = loadmodel->num_surfaces;
+               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
                loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
                for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
                {
-                       if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
-                       else
-                       {
+                       tempskinframe = R_SkinFrame_LoadExternal(inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
+                       if (!tempskinframe)
                                Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, NULL);
-                       }
+                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, tempskinframe);
                }
        }
        else
        {
                // no skins (most likely a player model)
                loadmodel->numskins = 1;
-               loadmodel->num_textures = loadmodel->num_surfaces;
+               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);
        }
@@ -894,31 +1177,10 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        // load the triangles and stvert data
        inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st));
        intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris));
-       skinwidth = LittleLong(pinmodel->skinwidth);
-       skinheight = LittleLong(pinmodel->skinheight);
-
-       stverts = (float *)Mem_Alloc(tempmempool, numst * sizeof(float[2]));
-       s = 1.0f / skinwidth;
-       t = 1.0f / skinheight;
-       for (i = 0;i < numst;i++)
-       {
-               j = (unsigned short) LittleShort(inst[i*2+0]);
-               k = (unsigned short) LittleShort(inst[i*2+1]);
-               if (j >= skinwidth || k >= skinheight)
-               {
-                       Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, j, k, i);
-                       j = 0;
-                       k = 0;
-               }
-               stverts[i*2+0] = j * s;
-               stverts[i*2+1] = k * t;
-       }
-
-       md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 256 * sizeof(hash));
+       md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash));
        md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash));
        // swap the triangle list
-       num = 0;
-       loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+       loadmodel->surfmesh.num_vertices = 0;
        for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
        {
                for (j = 0;j < 3;j++)
@@ -935,18 +1197,15 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
                                Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i);
                                st = 0;
                        }
-                       s = stverts[st*2+0];
-                       t = stverts[st*2+1];
-                       hashindex = (xyz * 17 + st) & 255;
+                       hashindex = (xyz * 256 + st) & 65535;
                        for (hash = md2verthash[hashindex];hash;hash = hash->next)
-                               if (hash->xyz == xyz && hash->st[0] == s && hash->st[1] == t)
+                               if (hash->xyz == xyz && hash->st == st)
                                        break;
                        if (hash == NULL)
                        {
-                               hash = md2verthashdata + num++;
+                               hash = md2verthashdata + loadmodel->surfmesh.num_vertices++;
                                hash->xyz = xyz;
-                               hash->st[0] = s;
-                               hash->st[1] = t;
+                               hash->st = st;
                                hash->next = md2verthash[hashindex];
                                md2verthash[hashindex] = hash;
                        }
@@ -954,18 +1213,25 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
                }
        }
 
-       Mem_Free(stverts);
-
-       numverts = num;
-       loadmodel->surfmesh.num_vertices = numverts;
-       vertremap = (int *)Mem_Alloc(loadmodel->mempool, num * sizeof(int));
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, num * sizeof(float[2]));
-       for (i = 0;i < num;i++)
+       vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t));
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+       loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t);
+       for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
        {
+               int sts, stt;
                hash = md2verthashdata + i;
                vertremap[i] = hash->xyz;
-               loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = hash->st[0];
-               loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = hash->st[1];
+               sts = LittleShort(inst[hash->st*2+0]);
+               stt = LittleShort(inst[hash->st*2+1]);
+               if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight)
+               {
+                       Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i);
+                       sts = 0;
+                       stt = 0;
+               }
+               loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth;
+               loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight;
        }
 
        Mem_Free(md2verthash);
@@ -973,20 +1239,27 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
 
        // load the frames
        datapointer = (base + LittleLong(pinmodel->ofs_frames));
-       loadmodel->surfmesh.data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, numverts * loadmodel->surfmesh.num_morphframes * sizeof(float[3]));
        for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
        {
+               int k;
+               trivertx_t *v;
+               trivertx_t *out;
                pinframe = (md2frame_t *)datapointer;
                datapointer += sizeof(md2frame_t);
+               // store the frame scale/translate into the appropriate array
                for (j = 0;j < 3;j++)
                {
-                       scale[j] = LittleFloat(pinframe->scale[j]);
-                       translate[j] = LittleFloat(pinframe->translate[j]);
+                       loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]);
+                       loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]);
                }
-               Mod_MD2_ConvertVerts(scale, translate, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphvertex3f + i * numverts * 3, numverts, vertremap);
+               // convert the vertices
+               v = (trivertx_t *)datapointer;
+               out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices;
+               for (k = 0;k < loadmodel->surfmesh.num_vertices;k++)
+                       out[k] = v[vertremap[k]];
                datapointer += numxyz * sizeof(trivertx_t);
 
-               strcpy(loadmodel->animscenes[i].name, pinframe->name);
+               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
@@ -995,9 +1268,8 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
 
        Mem_Free(vertremap);
 
-       loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_CalcAliasModelBBoxes();
+       Mod_Alias_CalculateBoundingBox();
        Mod_Alias_Mesh_CompileFrameZero();
 
        surface = loadmodel->data_surfaces;
@@ -1006,6 +1278,8 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        surface->num_triangles = loadmodel->surfmesh.num_triangles;
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
@@ -1039,8 +1313,10 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
-       loadmodel->flags = LittleLong(pinmodel->flags);
        loadmodel->synctype = ST_RAND;
+       // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+       i = LittleLong (pinmodel->flags);
+       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
 
        // set up some global info about the model
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
@@ -1060,7 +1336,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
        for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++)
        {
-               strcpy(loadmodel->animscenes[i].name, pinframe->name);
+               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
@@ -1073,14 +1349,11 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t));
        for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++)
        {
-               strcpy(loadmodel->data_tags[i].name, pintag->name);
-               loadmodel->data_tags[i].matrix = identitymatrix;
+               strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
+               for (j = 0;j < 9;j++)
+                       loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]);
                for (j = 0;j < 3;j++)
-               {
-                       for (k = 0;k < 3;k++)
-                               loadmodel->data_tags[i].matrix.m[j][k] = LittleFloat(pintag->rotationmatrix[k * 3 + j]);
-                       loadmodel->data_tags[i].matrix.m[j][3] = LittleFloat(pintag->origin[j]);
-               }
+                       loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]);
                //Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name);
        }
 
@@ -1098,8 +1371,9 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        }
 
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
-       loadmodel->num_textures = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(float[3]));
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
@@ -1109,7 +1383,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_morphvertex3f = (float *)data;data += meshvertices * loadmodel->numframes * sizeof(float[3]);
+       loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
 
        meshvertices = 0;
        meshtriangles = 0;
@@ -1136,13 +1410,15 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
                }
                for (j = 0;j < loadmodel->numframes;j++)
                {
-                       const short *in4s = (short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices * 4;
-                       float *out3f = loadmodel->surfmesh.data_morphvertex3f + 3 * (j * loadmodel->surfmesh.num_vertices + surface->num_firstvertex);
-                       for (k = 0;k < surface->num_vertices;k++, in4s += 4, out3f += 3)
+                       const md3vertex_t *in = (md3vertex_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices;
+                       md3vertex_t *out = loadmodel->surfmesh.data_morphmd3vertex + surface->num_firstvertex + j * loadmodel->surfmesh.num_vertices;
+                       for (k = 0;k < surface->num_vertices;k++, in++, out++)
                        {
-                               out3f[0] = LittleShort(in4s[0]) * (1.0f / 64.0f);
-                               out3f[1] = LittleShort(in4s[1]) * (1.0f / 64.0f);
-                               out3f[2] = LittleShort(in4s[2]) * (1.0f / 64.0f);
+                               out->origin[0] = LittleShort(in->origin[0]);
+                               out->origin[1] = LittleShort(in->origin[1]);
+                               out->origin[2] = LittleShort(in->origin[2]);
+                               out->pitch = in->pitch;
+                               out->yaw = in->yaw;
                        }
                }
 
@@ -1156,16 +1432,18 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        }
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_Mesh_CompileFrameZero();
-       Mod_CalcAliasModelBBoxes();
+       Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 {
        zymtype1header_t *pinmodel, *pheader;
        unsigned char *pbase;
-       int i, j, k, l, numposes, meshvertices, meshtriangles, numvertexboneweights, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
-       float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f;
+       int i, j, k, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
+       float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose;
        zymvertex_t *verts, *vertdata;
        zymscene_t *scene;
        zymbone_t *bone;
@@ -1177,12 +1455,11 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        pinmodel = (zymtype1header_t *)buffer;
        pbase = (unsigned char *)buffer;
        if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
-               Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model");
+               Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name);
        if (BigLong(pinmodel->type) != 1)
                Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
 
        loadmodel->type = mod_alias;
-       loadmodel->flags = 0; // there are no flags on zym models
        loadmodel->synctype = ST_RAND;
 
        // byteswap header
@@ -1222,12 +1499,12 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1)
        {
-               Con_Printf("%s has no geometry\n");
+               Con_Printf("%s has no geometry\n", loadmodel->name);
                return;
        }
        if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4]))
        {
-               Con_Printf("%s has no animations\n");
+               Con_Printf("%s has no animations\n", loadmodel->name);
                return;
        }
 
@@ -1316,30 +1593,35 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        for (i = 0;i < pheader->numverts;i++)
        {
                vertbonecounts[i] = BigLong(bonecount[i]);
-               if (vertbonecounts[i] < 1)
-                       Host_Error("%s bonecount[%i] < 1", loadmodel->name, i);
+               if (vertbonecounts[i] != 1)
+                       Host_Error("%s bonecount[%i] != 1 (vertex weight support is impossible in this format)", loadmodel->name, i);
        }
 
        loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]);
 
        meshvertices = pheader->numverts;
        meshtriangles = pheader->numtris;
-       numvertexboneweights = pheader->lump_verts.length / sizeof(zymvertex_t);
 
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
-       loadmodel->num_textures = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + numvertexboneweights * sizeof(surfmeshvertexboneweight_t) + loadmodel->num_poses * sizeof(float[3][4]));
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->num_bones * sizeof(float[12]));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.num_vertexboneweights = numvertexboneweights;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_vertexboneweights = (surfmeshvertexboneweight_t *)data;data += numvertexboneweights * sizeof(surfmeshvertexboneweight_t);
-       loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[3][4]);
+       loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
+       loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
+       loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
 
        //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
        poses = (float *) (pheader->lump_poses.start + pbase);
@@ -1349,21 +1631,40 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        //zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
        verts = (zymvertex_t *)Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
        vertdata = (zymvertex_t *) (pheader->lump_verts.start + pbase);
-       l = 0;
-       for (j = 0;j < pheader->numverts;j++)
+       // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+       // (converting from weight-blending skeletal animation to
+       //  deformation-based skeletal animation)
+       bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+       for (i = 0;i < loadmodel->num_bones;i++)
        {
-               for (k = 0;k < vertbonecounts[j];k++, l++)
-               {
-                       // this format really should have had a per vertexweight weight value...
-                       float influence = 1.0f / vertbonecounts[j];
-                       loadmodel->surfmesh.data_vertexboneweights[l].vertexindex = j;
-                       loadmodel->surfmesh.data_vertexboneweights[l].boneindex = BigLong(vertdata[l].bonenum);
-                       loadmodel->surfmesh.data_vertexboneweights[l].origin[0] = BigFloat(vertdata[l].origin[0]) * influence;
-                       loadmodel->surfmesh.data_vertexboneweights[l].origin[1] = BigFloat(vertdata[l].origin[1]) * influence;
-                       loadmodel->surfmesh.data_vertexboneweights[l].origin[2] = BigFloat(vertdata[l].origin[2]) * influence;
-                       loadmodel->surfmesh.data_vertexboneweights[l].origin[3] = influence;
-               }
+               const float *m = loadmodel->data_poses + i * 12;
+               if (loadmodel->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+               else
+                       for (k = 0;k < 12;k++)
+                               bonepose[12*i+k] = m[k];
        }
+       for (j = 0;j < pheader->numverts;j++)
+       {
+               // this format really should have had a per vertexweight weight value...
+               // but since it does not, the weighting is completely ignored and
+               // only one weight is allowed per vertex
+               int boneindex = BigLong(vertdata[j].bonenum);
+               const float *m = bonepose + 12 * boneindex;
+               float relativeorigin[3];
+               relativeorigin[0] = BigFloat(vertdata[j].origin[0]);
+               relativeorigin[1] = BigFloat(vertdata[j].origin[1]);
+               relativeorigin[2] = BigFloat(vertdata[j].origin[2]);
+               // transform the vertex bone weight into the base mesh
+               loadmodel->surfmesh.data_vertex3f[j*3+0] = relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + m[ 3];
+               loadmodel->surfmesh.data_vertex3f[j*3+1] = relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + m[ 7];
+               loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11];
+               // store the weight as the primary weight on this vertex
+               loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex;
+               loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = 1;
+       }
+       Z_Free(bonepose);
+       // normals and tangents are calculated after elements are loaded
 
        //zymlump_t lump_texcoords; // float texcoords[numvertices][2];
        outtexcoord2f = loadmodel->surfmesh.data_texcoordtexture2f;
@@ -1433,14 +1734,19 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                else
                        for (j = 0;j < loadmodel->numskins;j++)
                                Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
-
-               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
        }
-       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_Mesh_CompileFrameZero();
        Mod_FreeSkinFiles(skinfiles);
        Mem_Free(vertbonecounts);
        Mem_Free(verts);
+
+       // compute all the mesh information that was not loaded from the file
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       Mod_BuildBaseBonePoses();
+       Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
@@ -1450,19 +1756,19 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        dpmbone_t *bone;
        dpmmesh_t *dpmmesh;
        unsigned char *pbase;
-       int i, j, k, meshvertices, meshtriangles, numvertexboneweights;
+       int i, j, k, meshvertices, meshtriangles;
        skinfile_t *skinfiles;
        unsigned char *data;
+       float *bonepose;
 
        pheader = (dpmheader_t *)buffer;
        pbase = (unsigned char *)buffer;
        if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16))
-               Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model");
+               Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name);
        if (BigLong(pheader->type) != 2)
                Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
 
        loadmodel->type = mod_alias;
-       loadmodel->flags = 0; // there are no flags on zym models
        loadmodel->synctype = ST_RAND;
 
        // byteswap header
@@ -1485,12 +1791,12 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        if (pheader->num_bones < 1 || pheader->num_meshs < 1)
        {
-               Con_Printf("%s has no geometry\n");
+               Con_Printf("%s has no geometry\n", loadmodel->name);
                return;
        }
        if (pheader->num_frames < 1)
        {
-               Con_Printf("%s has no frames\n");
+               Con_Printf("%s has no frames\n", loadmodel->name);
                return;
        }
 
@@ -1521,45 +1827,41 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        meshvertices = 0;
        meshtriangles = 0;
-       numvertexboneweights = 0;
 
-       // load the meshes now
+       // gather combined statistics from the meshes
        dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
-       for (i = 0;i < loadmodel->num_surfaces;i++)
+       for (i = 0;i < (int)pheader->num_meshs;i++)
        {
                int numverts = BigLong(dpmmesh->num_verts);
                meshvertices += numverts;;
                meshtriangles += BigLong(dpmmesh->num_tris);
-
-               // to find out how many weights exist we two a two-stage load...
-               data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
-               for (j = 0;j < numverts;j++)
-               {
-                       int numweights = BigLong(((dpmvertex_t *)data)->numbones);
-                       numvertexboneweights += numweights;
-                       data += sizeof(dpmvertex_t);
-                       data += numweights * sizeof(dpmbonevert_t);
-               }
                dpmmesh++;
        }
 
        loadmodel->numframes = pheader->num_frames;
        loadmodel->num_bones = pheader->num_bones;
        loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
-       loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + numvertexboneweights * sizeof(surfmeshvertexboneweight_t) + loadmodel->num_poses * sizeof(float[3][4]) + 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]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[12]) + 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->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.num_vertexboneweights = numvertexboneweights;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_vertexboneweights = (surfmeshvertexboneweight_t *)data;data += numvertexboneweights * sizeof(surfmeshvertexboneweight_t);
-       loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[3][4]);
+       loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
+       loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
+       loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
        loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
        loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
@@ -1605,7 +1907,19 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
        meshvertices = 0;
        meshtriangles = 0;
-       numvertexboneweights = 0;
+       // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+       // (converting from weight-blending skeletal animation to
+       //  deformation-based skeletal animation)
+       bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+       for (i = 0;i < loadmodel->num_bones;i++)
+       {
+               const float *m = loadmodel->data_poses + i * 12;
+               if (loadmodel->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+               else
+                       for (k = 0;k < 12;k++)
+                               bonepose[12*i+k] = m[k];
+       }
        for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
        {
                const int *inelements;
@@ -1640,23 +1954,71 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                        loadmodel->surfmesh.data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]);
 
                data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
-               for (j = 0;j < surface->num_vertices;j++)
+               for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++)
                {
+                       float sum;
+                       int l;
                        int numweights = BigLong(((dpmvertex_t *)data)->numbones);
                        data += sizeof(dpmvertex_t);
                        for (k = 0;k < numweights;k++)
                        {
                                const dpmbonevert_t *vert = (dpmbonevert_t *) data;
-                               // stuff not processed here: normal
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].vertexindex = j;
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].boneindex = BigLong(vert->bonenum);
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin[0] = BigFloat(vert->origin[0]);
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin[1] = BigFloat(vert->origin[1]);
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin[2] = BigFloat(vert->origin[2]);
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin[3] = BigFloat(vert->influence);
-                               numvertexboneweights++;
+                               int boneindex = BigLong(vert->bonenum);
+                               const float *m = bonepose + 12 * boneindex;
+                               float influence = BigFloat(vert->influence);
+                               float relativeorigin[3], relativenormal[3];
+                               relativeorigin[0] = BigFloat(vert->origin[0]);
+                               relativeorigin[1] = BigFloat(vert->origin[1]);
+                               relativeorigin[2] = BigFloat(vert->origin[2]);
+                               relativenormal[0] = BigFloat(vert->normal[0]);
+                               relativenormal[1] = BigFloat(vert->normal[1]);
+                               relativenormal[2] = BigFloat(vert->normal[2]);
+                               // blend the vertex bone weights into the base mesh
+                               loadmodel->surfmesh.data_vertex3f[j*3+0] += relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + influence * m[ 3];
+                               loadmodel->surfmesh.data_vertex3f[j*3+1] += relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + influence * m[ 7];
+                               loadmodel->surfmesh.data_vertex3f[j*3+2] += relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + influence * m[11];
+                               loadmodel->surfmesh.data_normal3f[j*3+0] += relativenormal[0] * m[0] + relativenormal[1] * m[1] + relativenormal[2] * m[ 2];
+                               loadmodel->surfmesh.data_normal3f[j*3+1] += relativenormal[0] * m[4] + relativenormal[1] * m[5] + relativenormal[2] * m[ 6];
+                               loadmodel->surfmesh.data_normal3f[j*3+2] += relativenormal[0] * m[8] + relativenormal[1] * m[9] + relativenormal[2] * m[10];
+                               if (!k)
+                               {
+                                       // store the first (and often only) weight
+                                       loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = influence;
+                                       loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex;
+                               }
+                               else
+                               {
+                                       // sort the new weight into this vertex's weight table
+                                       // (which only accepts up to 4 bones per vertex)
+                                       for (l = 0;l < 4;l++)
+                                       {
+                                               if (loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] < influence)
+                                               {
+                                                       // move weaker influence weights out of the way first
+                                                       int l2;
+                                                       for (l2 = 3;l2 > l;l2--)
+                                                       {
+                                                               loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2-1];
+                                                               loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2-1];
+                                                       }
+                                                       // store the new weight
+                                                       loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] = influence;
+                                                       loadmodel->surfmesh.data_vertexweightindex4i[j*4+l] = boneindex;
+                                                       break;
+                                               }
+                                       }
+                               }
                                data += sizeof(dpmbonevert_t);
                        }
+                       sum = 0;
+                       for (l = 0;l < 4;l++)
+                               sum += loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l];
+                       if (sum && fabs(sum - 1) > (1.0f / 256.0f))
+                       {
+                               float f = 1.0f / sum;
+                               for (l = 0;l < 4;l++)
+                                       loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] *= f;
+                       }
                }
 
                // since dpm models do not have named sections, reuse their shader name as the section name
@@ -1668,25 +2030,22 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
                Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
        }
-       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_Mesh_CompileFrameZero();
+       Z_Free(bonepose);
        Mod_FreeSkinFiles(skinfiles);
-}
 
-static void Mod_PSKMODEL_AnimKeyToMatrix(float *origin, float *quat, matrix4x4_t *m)
-{
-       float x = quat[0], y = quat[1], z = quat[2], w = quat[3];
-       m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]=  2*(x*y-z*w);m->m[0][2]=  2*(x*z+y*w);m->m[0][3]=origin[0];
-       m->m[1][0]=  2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]=  2*(y*z-x*w);m->m[1][3]=origin[1];
-       m->m[2][0]=  2*(x*z-y*w);m->m[2][1]=  2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=origin[2];
-       m->m[3][0]=  0          ;m->m[3][1]=  0          ;m->m[3][2]=  0          ;m->m[3][3]=1;
+       // compute all the mesh information that was not loaded from the file
+       Mod_BuildBaseBonePoses();
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 // no idea why PSK/PSA files contain weird quaternions but they do...
 #define PSKQUATNEGATIONS
 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 {
-       int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles, numvertexboneweights;
+       int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
        int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
        fs_offset_t filesize;
        pskpnts_t *pnts;
@@ -1706,7 +2065,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        pchunk = (pskchunk_t *)buffer;
        if (strcmp(pchunk->id, "ACTRHEAD"))
-               Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model");
+               Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
 
        loadmodel->type = mod_alias;
        loadmodel->DrawSky = NULL;
@@ -1715,7 +2074,6 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
-       loadmodel->flags = 0; // there are no flags on zym models
        loadmodel->synctype = ST_RAND;
 
        FS_StripExtension(loadmodel->name, animname, sizeof(animname));
@@ -1836,6 +2194,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                        matts = (pskmatt_t *)buffer;
                        for (index = 0, p = (pskmatt_t *)buffer;index < numrecords;index++, p++)
                        {
+                               // nothing to do
                        }
                        buffer = p;
                }
@@ -1940,7 +2299,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                        // positions from the psk, but this is hard for me to implement
                        // and people can easily make animations that match.
                        if (numanimbones != numbones)
-                               Host_Error("%s: this loader only supports animations with the same bones as the mesh");
+                               Host_Error("%s: this loader only supports animations with the same bones as the mesh", loadmodel->name);
                        for (index = 0, p = (pskboneinfo_t *)animbuffer;index < numrecords;index++, p++)
                        {
                                p->numchildren = LittleLong(p->numchildren);
@@ -1997,9 +2356,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                                p->firstframe = LittleLong(p->firstframe);
                                p->numframes = LittleLong(p->numframes);
                                if (p->numbones != numbones)
-                               {
                                        Con_Printf("%s: animinfo->numbones != numbones, trying to load anyway!\n", animname);
-                               }
                        }
                        animbuffer = p;
                }
@@ -2045,20 +2402,6 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys)
                Host_Error("%s: missing required chunks", loadmodel->name);
 
-       // FIXME: model bbox
-       // model bbox
-       for (i = 0;i < 3;i++)
-       {
-               loadmodel->normalmins[i] = -128;
-               loadmodel->normalmaxs[i] = 128;
-               loadmodel->yawmins[i] = -128;
-               loadmodel->yawmaxs[i] = 128;
-               loadmodel->rotatedmins[i] = -128;
-               loadmodel->rotatedmaxs[i] = 128;
-       }
-       loadmodel->radius = 128;
-       loadmodel->radius2 = loadmodel->radius * loadmodel->radius;
-
        loadmodel->numframes = 0;
        for (index = 0;index < numanims;index++)
                loadmodel->numframes += anims[index].numframes;
@@ -2068,11 +2411,6 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        meshvertices = numvtxw;
        meshtriangles = numfaces;
-       numvertexboneweights = 0;
-       for (index = 0;index < numvtxw;index++)
-               for (j = 0;j < numrawweights;j++)
-                       if (rawweights[j].pntsindex == vtxw[index].pntsindex)
-                               numvertexboneweights++;
 
        // load external .skin files if present
        skinfiles = Mod_LoadSkinFiles();
@@ -2080,20 +2418,27 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                loadmodel->numskins = 1;
        loadmodel->num_bones = numbones;
        loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
-       loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + numvertexboneweights * sizeof(surfmeshvertexboneweight_t) + loadmodel->num_poses * sizeof(float[3][4]) + 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]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[12]) + 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->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.num_vertexboneweights = numvertexboneweights;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_vertexboneweights = (surfmeshvertexboneweight_t *)data;data += numvertexboneweights * sizeof(surfmeshvertexboneweight_t);
-       loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[3][4]);
+       loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
+       loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
+       loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
        loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
        loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
@@ -2121,9 +2466,12 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices;
        }
 
-       // copy over the texcoords
+       // copy over the vertex locations and texcoords
        for (index = 0;index < numvtxw;index++)
        {
+               loadmodel->surfmesh.data_vertex3f[index*3+0] = pnts[vtxw[index].pntsindex].origin[0];
+               loadmodel->surfmesh.data_vertex3f[index*3+1] = pnts[vtxw[index].pntsindex].origin[1];
+               loadmodel->surfmesh.data_vertex3f[index*3+2] = pnts[vtxw[index].pntsindex].origin[2];
                loadmodel->surfmesh.data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
                loadmodel->surfmesh.data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
        }
@@ -2154,32 +2502,46 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                        Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
        }
 
-       // build bone-relative vertex weights from the psk point weights
-       numvertexboneweights = 0;
+       // sort the psk point weights into the vertex weight tables
+       // (which only accept up to 4 bones per vertex)
        for (index = 0;index < numvtxw;index++)
        {
+               int l;
+               float sum;
                for (j = 0;j < numrawweights;j++)
                {
                        if (rawweights[j].pntsindex == vtxw[index].pntsindex)
                        {
-                               matrix4x4_t matrix, inversematrix;
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].vertexindex = index;
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].boneindex = rawweights[j].boneindex;
-                               loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].weight = rawweights[j].weight;
-                               matrix = identitymatrix;
-                               for (i = rawweights[j].boneindex;i >= 0;i = loadmodel->data_bones[i].parent)
+                               int boneindex = rawweights[j].boneindex;
+                               float influence = rawweights[j].weight;
+                               for (l = 0;l < 4;l++)
                                {
-                                       matrix4x4_t childmatrix, tempmatrix;
-                                       Mod_PSKMODEL_AnimKeyToMatrix(bones[i].basepose.origin, bones[i].basepose.quat, &tempmatrix);
-                                       childmatrix = matrix;
-                                       Matrix4x4_Concat(&matrix, &tempmatrix, &childmatrix);
+                                       if (loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] < influence)
+                                       {
+                                               // move lower influence weights out of the way first
+                                               int l2;
+                                               for (l2 = 3;l2 > l;l2--)
+                                               {
+                                                       loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2-1];
+                                                       loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2-1];
+                                               }
+                                               // store the new weight
+                                               loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] = influence;
+                                               loadmodel->surfmesh.data_vertexweightindex4i[index*4+l] = boneindex;
+                                               break;
+                                       }
                                }
-                               Matrix4x4_Invert_Simple(&inversematrix, &matrix);
-                               Matrix4x4_Transform(&inversematrix, pnts[rawweights[j].pntsindex].origin, loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin);
-                               VectorScale(loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin, loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].weight, loadmodel->surfmesh.data_vertexboneweights[numvertexboneweights].origin);
-                               numvertexboneweights++;
                        }
                }
+               sum = 0;
+               for (l = 0;l < 4;l++)
+                       sum += loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l];
+               if (sum && fabs(sum - 1) > (1.0f / 256.0f))
+               {
+                       float f = 1.0f / sum;
+                       for (l = 0;l < 4;l++)
+                               loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] *= f;
+               }
        }
 
        // set up the animscenes based on the anims
@@ -2198,28 +2560,23 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        // load the poses from the animkeys
        for (index = 0;index < numanimkeys;index++)
        {
+               pskanimkeys_t *k = animkeys + index;
                matrix4x4_t matrix;
-               Mod_PSKMODEL_AnimKeyToMatrix(animkeys[index].origin, animkeys[index].quat, &matrix);
-               loadmodel->data_poses[index*12+0] = matrix.m[0][0];
-               loadmodel->data_poses[index*12+1] = matrix.m[0][1];
-               loadmodel->data_poses[index*12+2] = matrix.m[0][2];
-               loadmodel->data_poses[index*12+3] = matrix.m[0][3];
-               loadmodel->data_poses[index*12+4] = matrix.m[1][0];
-               loadmodel->data_poses[index*12+5] = matrix.m[1][1];
-               loadmodel->data_poses[index*12+6] = matrix.m[1][2];
-               loadmodel->data_poses[index*12+7] = matrix.m[1][3];
-               loadmodel->data_poses[index*12+8] = matrix.m[2][0];
-               loadmodel->data_poses[index*12+9] = matrix.m[2][1];
-               loadmodel->data_poses[index*12+10] = matrix.m[2][2];
-               loadmodel->data_poses[index*12+11] = matrix.m[2][3];
-       }
-
-       // compile extra data we want
+               Matrix4x4_FromOriginQuat(&matrix, k->origin[0], k->origin[1], k->origin[2], k->quat[0], k->quat[1], k->quat[2], k->quat[3]);
+               Matrix4x4_ToArray12FloatD3D(&matrix, loadmodel->data_poses + index*12);
+       }
+       Mod_FreeSkinFiles(skinfiles);
+       Mem_Free(animfilebuffer);
+
+       // compute all the mesh information that was not loaded from the file
+       // TODO: honor smoothing groups somehow?
        Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       Mod_BuildBaseBonePoses();
+       Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_Mesh_CompileFrameZero();
-       Mod_FreeSkinFiles(skinfiles);
+       Mod_Alias_CalculateBoundingBox();
 
-       Mem_Free(animfilebuffer);
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }