]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
globally rename model_t to dp_model_t for OpenSolaris. Sorry, guys who now have svn...
[xonotic/darkplaces.git] / model_alias.c
index 91712893b151f42925f719abe93ef4298f79e928..960de7ae644ea9cd4d7fd2c89fe7581f1971cec0 100644 (file)
@@ -44,324 +44,356 @@ void Mod_AliasInit (void)
                mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
 }
 
-void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+void Mod_Skeletal_AnimateVertices(const dp_model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
 {
 #define MAX_BONES 256
-       if (model->surfmesh.data_vertexweightindex4i)
-       {
-               // 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++)
+       // 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++)
                {
-                       int blends;
-                       float *matrix, m[12], bonepose[MAX_BONES][12];
+                       matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
+                       for (k = 0;k < 12;k++)
+                               m[k] += matrix[k] * frameblend[blends].lerp;
+               }
+               if (i == r_skeletal_debugbone.integer)
+                       m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+               m[3] *= r_skeletal_debugtranslatex.value;
+               m[7] *= r_skeletal_debugtranslatey.value;
+               m[11] *= r_skeletal_debugtranslatez.value;
+               if (model->data_bones[i].parent >= 0)
+                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+               else
                        for (k = 0;k < 12;k++)
-                               m[k] = 0;
-                       for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
+                               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
+       // 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)
                        {
-                               matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
-                               for (k = 0;k < 12;k++)
-                                       m[k] += matrix[k] * frameblend[blends].lerp;
+                               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]);
                        }
-                       if (i == r_skeletal_debugbone.integer)
-                               m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
-                       m[3] *= r_skeletal_debugtranslatex.value;
-                       m[7] *= r_skeletal_debugtranslatey.value;
-                       m[11] *= r_skeletal_debugtranslatez.value;
-                       if (model->data_bones[i].parent >= 0)
-                               R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
                        else
-                               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
-               // 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[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]);
-                                       }
+                                       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)
+       }
+       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)
                {
-                       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)
                        {
-                               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]];
+                               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[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]);
-                                       }
+                                       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)
+       }
+       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)
                {
-                       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)
                        {
-                               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]];
+                               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[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]);
-                                       }
+                                       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)
+       }
+       if (tvector3f)
+       {
+               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)
                {
-                       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)
                        {
-                               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]];
+                               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[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]);
-                                       }
+                                       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_morphmd3vertex)
-       {
-               // vertex morph
-               int i, numblends, blendnum;
-               int numverts = model->surfmesh.num_vertices;
-               numblends = 0;
-               for (blendnum = 0;blendnum < 4;blendnum++)
+}
+
+void Mod_MD3_AnimateVertices(const dp_model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+{
+       // vertex morph
+       int i, numblends, blendnum;
+       int numverts = model->surfmesh.num_vertices;
+       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++)
+       {
+               const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
+               float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+               if (blendnum == 0)
                {
-                       //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
-                       if (frameblend[blendnum].lerp > 0)
-                               numblends = blendnum + 1;
+                       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;
+                       }
                }
-               // 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++)
+               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 md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
-                       float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+                       float lerp = frameblend[blendnum].lerp;
                        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;
+                                       normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                       normal3f[i * 3 + 2] =                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
                                }
                        }
                        else
                        {
                                for (i = 0;i < numverts;i++)
                                {
-                                       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;
+                                       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;
                                }
                        }
-                       // 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)
+               }
+               if (svector3f)
+               {
+                       const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
+                       float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+                       if (blendnum == 0)
                        {
-                               float lerp = frameblend[blendnum].lerp;
-                               if (blendnum == 0)
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       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;
-                                       }
+                                       VectorScale(texvecvert->svec, f, svector3f + i*3);
+                                       VectorScale(texvecvert->tvec, f, tvector3f + i*3);
                                }
-                               else
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       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;
-                                       }
+                                       VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+                                       VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
                                }
                        }
                }
-               // 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++)
+       }
+}
+
+void Mod_MDL_AnimateVertices(const dp_model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
+{
+       // vertex morph
+       int i, numblends, blendnum;
+       int numverts = model->surfmesh.num_vertices;
+       float translate[3];
+       VectorClear(translate);
+       numblends = 0;
+       // blend the frame translates to avoid redundantly doing so on each vertex
+       // (a bit of a brain twister but it works)
+       for (blendnum = 0;blendnum < 4;blendnum++)
+       {
+               if (model->surfmesh.data_morphmd2framesize6f)
+                       VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
+               else
+                       VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+               if (frameblend[blendnum].lerp > 0)
+                       numblends = blendnum + 1;
+       }
+       // special case for the first blend because it avoids some adds and the need to memset the arrays first
+       for (blendnum = 0;blendnum < numblends;blendnum++)
+       {
+               const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].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)
                {
-                       if (model->surfmesh.data_morphmd2framesize6f)
-                               VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
-                       else
-                               VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
-                       if (frameblend[blendnum].lerp > 0)
-                               numblends = blendnum + 1;
+                       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];
+                       }
                }
-               // 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++)
+               else
                {
-                       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);
+                       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++)
                                {
-                                       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];
+                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                       VectorScale(vn, lerp, normal3f + i*3);
                                }
                        }
                        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];
+                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                       VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
                                }
                        }
-                       // 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)
+               }
+               if (svector3f)
+               {
+                       const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].frame;
+                       float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+                       if (blendnum == 0)
                        {
-                               float lerp = frameblend[blendnum].lerp;
-                               if (blendnum == 0)
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       for (i = 0;i < numverts;i++)
-                                       {
-                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
-                                               VectorScale(vn, lerp, normal3f + i*3);
-                                       }
+                                       VectorScale(texvecvert->svec, f, svector3f + i*3);
+                                       VectorScale(texvecvert->tvec, f, tvector3f + i*3);
                                }
-                               else
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++, texvecvert++)
                                {
-                                       for (i = 0;i < numverts;i++)
-                                       {
-                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
-                                               VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
-                                       }
+                                       VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+                                       VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + 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)
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix)
 {
        const float *boneframe;
        float tempbonematrix[12], bonematrix[12];
@@ -393,13 +425,11 @@ int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, ma
        return 0;
 }
 
-int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname)
+int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname)
 {
        int i;
-       if (model->data_overridetagnamesforskin && skin < (unsigned int)model->numskins && model->data_overridetagnamesforskin[(unsigned int)skin].num_overridetagnames)
-               for (i = 0;i < model->data_overridetagnamesforskin[skin].num_overridetagnames;i++)
-                       if (!strcasecmp(tagname, model->data_overridetagnamesforskin[skin].data_overridetagnames[i].name))
-                               return i + 1;
+       if(skin >= (unsigned int)model->numskins)
+               skin = 0;
        if (model->num_bones)
                for (i = 0;i < model->num_bones;i++)
                        if (!strcasecmp(tagname, model->data_bones[i].name))
@@ -415,13 +445,14 @@ 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 = loadmodel->data_basebonepose;
+       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(loadmodel->data_basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
+                       R_ConcatTransforms(basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
                else
                        for (k = 0;k < 12;k++)
                                out12f[k] = in12f[k];
@@ -451,11 +482,11 @@ static void Mod_BuildBaseBonePoses(void)
                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;
@@ -469,35 +500,32 @@ static void Mod_Alias_CalculateBoundingBox(void)
        VectorClear(loadmodel->normalmaxs);
        yawradius = 0;
        radius = 0;
-       for (i = 0;i < loadmodel->numframes;i++)
+       for (frameblend[0].frame = 0;frameblend[0].frame < loadmodel->num_poses;frameblend[0].frame++)
        {
-               for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++)
+               loadmodel->AnimateVertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
+               for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
                {
-                       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)
                        {
-                               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;
+                               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);
@@ -513,17 +541,33 @@ static void Mod_Alias_CalculateBoundingBox(void)
        loadmodel->radius2 = radius * radius;
 }
 
-static void Mod_Alias_Mesh_CompileFrameZero(void)
+static void Mod_Alias_MorphMesh_CompileFrames(void)
 {
+       int i, j;
        frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
-       loadmodel->surfmesh.data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3][4]));
-       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_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f);
+       unsigned char *datapointer;
+       datapointer = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * (sizeof(float[3]) * 4 + loadmodel->surfmesh.num_morphframes * sizeof(texvecvertex_t)));
+       loadmodel->surfmesh.data_vertex3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_morphtexvecvertex = (texvecvertex_t *)datapointer;datapointer += loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices * sizeof(texvecvertex_t);
+       // this counts down from the last frame to the first so that the final data in surfmesh is for frame zero (which is what the renderer expects to be there)
+       for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--)
+       {
+               frameblend[0].frame = i;
+               loadmodel->AnimateVertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL);
+               Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer);
+               // encode the svector and tvector in 3 byte format for permanent storage
+               for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
+               {
+                       VectorScale(loadmodel->surfmesh.data_svector3f + j * 3, 127.0f, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].svec);
+                       VectorScale(loadmodel->surfmesh.data_tvector3f + j * 3, 127.0f, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].tvec);
+               }
+       }
 }
 
-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)
+static void Mod_MDLMD2MD3_TraceBox(dp_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)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
@@ -556,7 +600,7 @@ 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_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(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);
                }
        }
@@ -586,7 +630,7 @@ 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_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(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);
                }
        }
@@ -672,22 +716,29 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
 
 static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
 {
+       if (cls.state == ca_dedicated)
+               return;
+       // hack
+       if (!skinframe)
+               skinframe = R_SkinFrame_LoadMissing();
+       memset(texture, 0, sizeof(*texture));
        texture->currentframe = texture;
+       //texture->animated = false;
        texture->numskinframes = 1;
        texture->skinframerate = 1;
-       texture->currentskinframe = texture->skinframes + 0;
-       if (skinframe)
-               texture->skinframes[0] = *skinframe;
-       else
-       {
-               // hack
-               memset(texture->skinframes, 0, sizeof(texture->skinframes));
-               texture->skinframes[0].base = r_texture_notexture;
-       }
+       texture->skinframes[0] = skinframe;
+       texture->currentskinframe = skinframe;
+       //texture->backgroundnumskinframes = 0;
+       //texture->customblendfunc[0] = 0;
+       //texture->customblendfunc[1] = 0;
+       //texture->surfaceflags = 0;
+       //texture->supercontents = 0;
+       //texture->surfaceparms = 0;
+       //texture->textureflags = 0;
 
        texture->basematerialflags = MATERIALFLAG_WALL;
        if (texture->currentskinframe->fog)
-               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        texture->currentmaterialflags = texture->basematerialflags;
 }
 
@@ -695,43 +746,37 @@ static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfi
 {
        int i;
        skinfileitem_t *skinfileitem;
-       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"))
+                               if (!strcmp(skinfileitem->name, meshname))
                                {
-                                       if (!Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
-                                               if (cls.state != ca_dedicated)
-                                                       Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
-                                       Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
+                                       Mod_LoadTextureFromQ3Shader(skin, skinfileitem->replacement, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
                                        break;
                                }
                        }
+                       if (!skinfileitem)
+                       {
+                               // don't render unmentioned meshes
+                               Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+                               skin->basematerialflags = skin->currentmaterialflags = 0;
+                       }
                }
        }
        else
-       {
-               if (!Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
-                       if (cls.state != ca_dedicated)
-                               Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
-               Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
-       }
+               Mod_LoadTextureFromQ3Shader(skin, shadername, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
 }
 
 #define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)", loadmodel->name, VALUE, MIN, MAX);
 #define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)", loadmodel->name, VALUE, MIN, MAX);
-void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
        float scales, scalet, interval;
@@ -747,7 +792,7 @@ 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;
@@ -763,13 +808,20 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
                Host_Error ("%s has wrong version number (%i should be %i)",
                                 loadmodel->name, version, ALIAS_VERSION);
 
+       loadmodel->modeldatatypestring = "MDL";
+
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
        loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
        loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->PointSuperContents = NULL;
 
        loadmodel->num_surfaces = 1;
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
@@ -792,7 +844,9 @@ 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++)
        {
@@ -852,6 +906,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
                        loadmodel->surfmesh.num_morphframes++;
                }
        }
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
 
        // store texture coordinates into temporary array, they will be stored
        // after usage is determined (triangle data)
@@ -917,6 +972,14 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
                loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = vertst[i*2+1];
        }
 
+       // generate ushort elements array if possible
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+       {
+               loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       }
+
 // load the frames
        loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
        loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
@@ -924,7 +987,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_MDL_LoadFrames (startframes, numverts, vertremap);
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_CalculateBoundingBox();
-       Mod_Alias_Mesh_CompileFrameZero();
+       Mod_Alias_MorphMesh_CompileFrames();
 
        Mem_Free(vertst);
        Mem_Free(vertremap);
@@ -932,7 +995,8 @@ 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)
        {
@@ -990,16 +1054,16 @@ 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);
+                               if (!Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS))
+                                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight));
                                datapointer += skinwidth * skinheight;
                                totalskins++;
                        }
                }
                // check for skins that don't exist in the model, but do exist as external images
                // (this was added because yummyluv kept pestering me about support for it)
-               while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
+               // TODO: support shaders here?
+               while ((tempskinframe = R_SkinFrame_LoadExternal(va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
                {
                        // expand the arrays to make room
                        tempskinscenes = loadmodel->skinscenes;
@@ -1013,7 +1077,7 @@ 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);
+                       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;
@@ -1023,6 +1087,11 @@ 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];
                }
        }
 
@@ -1036,7 +1105,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
-void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
        float iskinwidth, iskinheight;
@@ -1055,7 +1124,6 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
                unsigned short st;
        }
        *hash, **md2verthash, *md2verthashdata;
-       skinframe_t tempskinframe;
        skinfile_t *skinfiles;
 
        pinmodel = (md2_t *)buffer;
@@ -1066,13 +1134,20 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
                Host_Error ("%s has wrong version number (%i should be %i)",
                        loadmodel->name, version, MD2ALIAS_VERSION);
 
+       loadmodel->modeldatatypestring = "MD2";
+
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
        loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
        loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->PointSuperContents = NULL;
 
        if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
                Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris));
@@ -1101,6 +1176,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
        loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
        skinwidth = LittleLong(pinmodel->skinwidth);
        skinheight = LittleLong(pinmodel->skinheight);
        iskinwidth = 1.0f / skinwidth;
@@ -1117,7 +1193,6 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        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
@@ -1125,7 +1200,8 @@ 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);
@@ -1133,20 +1209,18 @@ 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))
-                               Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
-                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
-               }
+                       Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
        }
        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);
        }
@@ -1223,6 +1297,14 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        Mem_Free(md2verthash);
        Mem_Free(md2verthashdata);
 
+       // generate ushort elements array if possible
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+       {
+               loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       }
+
        // load the frames
        datapointer = (base + LittleLong(pinmodel->ofs_frames));
        for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
@@ -1256,7 +1338,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
 
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_CalculateBoundingBox();
-       Mod_Alias_Mesh_CompileFrameZero();
+       Mod_Alias_MorphMesh_CompileFrames();
 
        surface = loadmodel->data_surfaces;
        surface->texture = loadmodel->data_textures;
@@ -1268,7 +1350,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
-void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, k, version, meshvertices, meshtriangles;
        unsigned char *data;
@@ -1292,15 +1374,24 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        if (loadmodel->numskins < 1)
                loadmodel->numskins = 1;
 
+       loadmodel->modeldatatypestring = "MD3";
+
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
        loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
        loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
-       loadmodel->flags = LittleLong(pinmodel->flags);
+       loadmodel->PointSuperContents = NULL;
        loadmodel->synctype = ST_RAND;
+       // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+       i = LittleLong (pinmodel->flags);
+       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
 
        // set up some global info about the model
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
@@ -1355,18 +1446,26 @@ 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(md3vertex_t));
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->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_morphframes = loadmodel->numframes; // TODO: remove?
+       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
        loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
        loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
+       if (meshvertices <= 65536)
+       {
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       }
 
        meshvertices = 0;
        meshtriangles = 0;
@@ -1405,23 +1504,20 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
                        }
                }
 
-               if (LittleLong(pinmesh->num_shaders) >= 1)
-                       Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name);
-               else
-                       for (j = 0;j < loadmodel->numskins;j++)
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, LittleLong(pinmesh->num_shaders) >= 1 ? ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name : "");
 
                Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
        }
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_Mesh_CompileFrameZero();
+       Mod_Alias_MorphMesh_CompileFrames();
        Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1
+            || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
 }
 
-void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        zymtype1header_t *pinmodel, *pheader;
        unsigned char *pbase;
@@ -1442,8 +1538,9 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        if (BigLong(pinmodel->type) != 1)
                Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
 
+       loadmodel->modeldatatypestring = "ZYM";
+
        loadmodel->type = mod_alias;
-       loadmodel->flags = 0; // there are no flags on zym models
        loadmodel->synctype = ST_RAND;
 
        // byteswap header
@@ -1492,12 +1589,17 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
        loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
        loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->PointSuperContents = NULL;
 
        loadmodel->numframes = pheader->numscenes;
        loadmodel->num_surfaces = pheader->numshaders;
@@ -1587,8 +1689,9 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        meshtriangles = pheader->numtris;
 
        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[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[36]));
+       loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+       loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(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);
@@ -1604,8 +1707,13 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        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_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
-       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+       {
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       }
 
        //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
        poses = (float *) (pheader->lump_poses.start + pbase);
@@ -1713,11 +1821,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                // since zym models do not have named sections, reuse their shader
                // name as the section name
                shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
-               if (shadername[0])
-                       Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
-               else
-                       for (j = 0;j < loadmodel->numskins;j++)
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
        }
        Mod_FreeSkinFiles(skinfiles);
        Mem_Free(vertbonecounts);
@@ -1733,7 +1837,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
-void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        dpmheader_t *pheader;
        dpmframe_t *frame;
@@ -1752,8 +1856,9 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        if (BigLong(pheader->type) != 2)
                Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
 
+       loadmodel->modeldatatypestring = "DPM";
+
        loadmodel->type = mod_alias;
-       loadmodel->flags = 0; // there are no flags on zym models
        loadmodel->synctype = ST_RAND;
 
        // byteswap header
@@ -1785,12 +1890,17 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
        loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
        loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->PointSuperContents = NULL;
 
        // model bbox
        for (i = 0;i < 3;i++)
@@ -1826,9 +1936,11 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        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[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + 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);
@@ -1844,11 +1956,16 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        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_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
-       loadmodel->data_baseboneposeinverse = (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);
+       if (meshvertices <= 65536)
+       {
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       }
 
        for (i = 0;i < loadmodel->numskins;i++)
        {
@@ -2006,11 +2123,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                }
 
                // since dpm models do not have named sections, reuse their shader name as the section name
-               if (dpmmesh->shadername[0])
-                       Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
-               else
-                       for (j = 0;j < loadmodel->numskins;j++)
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
 
                Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
        }
@@ -2027,7 +2140,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
 // 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)
+void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
        int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
@@ -2051,14 +2164,20 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        if (strcmp(pchunk->id, "ACTRHEAD"))
                Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
 
+       loadmodel->modeldatatypestring = "PSK";
+
        loadmodel->type = mod_alias;
+       loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
        loadmodel->DrawSky = NULL;
+       loadmodel->DrawAddWaterPlanes = NULL;
        loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
        loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        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->PointSuperContents = NULL;
        loadmodel->synctype = ST_RAND;
 
        FS_StripExtension(loadmodel->name, animname, sizeof(animname));
@@ -2403,9 +2522,11 @@ 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[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + 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);
@@ -2421,11 +2542,16 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        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_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
-       loadmodel->data_baseboneposeinverse = (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);
+       if (meshvertices <= 65536)
+       {
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       }
 
        for (i = 0;i < loadmodel->numskins;i++)
        {
@@ -2439,11 +2565,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        for (index = 0, i = 0;index < nummatts;index++)
        {
                // since psk models do not have named sections, reuse their shader name as the section name
-               if (matts[index].name[0])
-                       Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
-               else
-                       for (j = 0;j < loadmodel->numskins;j++)
-                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + index + j * loadmodel->num_surfaces, NULL);
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
                loadmodel->surfacelist[index] = index;
                loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
                loadmodel->data_surfaces[index].num_firstvertex = 0;