]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
Cleaned up alot more memory leaks. (still get 720 leaks just running demo1.dem)
[xonotic/darkplaces.git] / model_alias.c
index 9b0f33e9efd7529f3ca0e42c27a0a57f0b6a489e..a2483327aea7677d98db116a2b3d352dfa16d8e8 100644 (file)
@@ -22,43 +22,171 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "image.h"
 #include "r_shadow.h"
 
-static cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
-
 void Mod_AliasInit (void)
 {
-       Cvar_RegisterVariable(&r_mipskins);
 }
 
-static float vertst[MAXALIASVERTS][2];
-static int vertusage[MAXALIASVERTS];
-static int vertonseam[MAXALIASVERTS];
-static int vertremap[MAXALIASVERTS];
-static int temptris[MAXALIASTRIS][3];
+void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameblend, const aliasmesh_t *mesh, float *out3f)
+{
+       if (mesh->num_vertexboneweights)
+       {
+               int i, k, blends;
+               aliasvertexboneweight_t *v;
+               float *out, *matrix, m[12], bonepose[256][12];
+               // vertex weighted skeletal
+               // interpolate matrices and concatenate them to their parents
+               for (i = 0;i < model->alias.aliasnum_bones;i++)
+               {
+                       for (k = 0;k < 12;k++)
+                               m[k] = 0;
+                       for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
+                       {
+                               matrix = model->alias.aliasdata_poses + (frameblend[blends].frame * model->alias.aliasnum_bones + i) * 12;
+                               for (k = 0;k < 12;k++)
+                                       m[k] += matrix[k] * frameblend[blends].lerp;
+                       }
+                       if (model->alias.aliasdata_bones[i].parent >= 0)
+                               R_ConcatTransforms(bonepose[model->alias.aliasdata_bones[i].parent], m, bonepose[i]);
+                       else
+                               for (k = 0;k < 12;k++)
+                                       bonepose[i][k] = m[k];
+               }
+               // blend the vertex bone weights
+               memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
+               v = mesh->data_vertexboneweights;
+               for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
+               {
+                       out = out3f + v->vertexindex * 3;
+                       matrix = bonepose[v->boneindex];
+                       // FIXME: this can very easily be optimized with SSE or 3DNow
+                       out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
+                       out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
+                       out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
+               }                                                                                                              
+       }
+       else
+       {
+               int i, vertcount;
+               float lerp1, lerp2, lerp3, lerp4;
+               const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+               // vertex morph
+               vertsbase = mesh->data_morphvertex3f;
+               vertcount = mesh->num_vertices;
+               verts1 = vertsbase + frameblend[0].frame * vertcount * 3;
+               lerp1 = frameblend[0].lerp;
+               if (frameblend[1].lerp)
+               {
+                       verts2 = vertsbase + frameblend[1].frame * vertcount * 3;
+                       lerp2 = frameblend[1].lerp;
+                       if (frameblend[2].lerp)
+                       {
+                               verts3 = vertsbase + frameblend[2].frame * vertcount * 3;
+                               lerp3 = frameblend[2].lerp;
+                               if (frameblend[3].lerp)
+                               {
+                                       verts4 = vertsbase + frameblend[3].frame * vertcount * 3;
+                                       lerp4 = frameblend[3].lerp;
+                                       for (i = 0;i < vertcount * 3;i++)
+                                               VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
+                               }
+                               else
+                                       for (i = 0;i < vertcount * 3;i++)
+                                               VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
+                       }
+                       else
+                               for (i = 0;i < vertcount * 3;i++)
+                                       VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
+               }
+               else
+                       memcpy(out3f, verts1, vertcount * sizeof(float[3]));
+       }
+}
+
+static void Mod_Alias_Mesh_CompileFrameZero(aliasmesh_t *mesh)
+{
+       frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
+       mesh->data_basevertex3f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[3][4]));
+       mesh->data_basesvector3f = mesh->data_basevertex3f + mesh->num_vertices * 3;
+       mesh->data_basetvector3f = mesh->data_basevertex3f + mesh->num_vertices * 6;
+       mesh->data_basenormal3f = mesh->data_basevertex3f + mesh->num_vertices * 9;
+       Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, mesh, mesh->data_basevertex3f);
+       Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, mesh->data_basevertex3f, mesh->data_texcoord2f, mesh->data_element3i, mesh->data_basesvector3f, mesh->data_basetvector3f, mesh->data_basenormal3f);
+}
+
+static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask)
+{
+       int i, framenum;
+       float segmentmins[3], segmentmaxs[3];
+       colbrushf_t *thisbrush_start, *thisbrush_end;
+       matrix4x4_t startmatrix, endmatrix;
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       segmentmins[0] = min(boxstartmins[0], boxendmins[0]);
+       segmentmins[1] = min(boxstartmins[1], boxendmins[1]);
+       segmentmins[2] = min(boxstartmins[2], boxendmins[2]);
+       segmentmaxs[0] = max(boxstartmaxs[0], boxendmaxs[0]);
+       segmentmaxs[1] = max(boxstartmaxs[1], boxendmaxs[1]);
+       segmentmaxs[2] = max(boxstartmaxs[2], boxendmaxs[2]);
+       if (VectorCompare(boxstartmins, boxstartmaxs) && VectorCompare(boxendmins, boxendmaxs))
+       {
+               // line trace
+               for (i = 0;i < model->alias.aliasnum_meshes;i++)
+               {
+                       framenum = frame;
+                       if (framenum < 0 || framenum > model->alias.aliasdata_meshes[i].num_morphframes)
+                               framenum = 0;
+                       if (model->alias.aliasdata_meshes[i].data_morphvertex3f)
+                               Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, model->alias.aliasdata_meshes[i].num_triangles, model->alias.aliasdata_meshes[i].data_element3i, model->alias.aliasdata_meshes[i].data_morphvertex3f + framenum * model->alias.aliasdata_meshes[i].num_vertices * 3, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+                       //else
+                               // FIXME!!!  this needs to handle skeletal!
+               }
+       }
+       else
+       {
+               // box trace, performed as brush trace
+               Matrix4x4_CreateIdentity(&startmatrix);
+               Matrix4x4_CreateIdentity(&endmatrix);
+               thisbrush_start = Collision_BrushForBox(&startmatrix, boxstartmins, boxstartmaxs);
+               thisbrush_end = Collision_BrushForBox(&endmatrix, boxendmins, boxendmaxs);
+               for (i = 0;i < model->alias.aliasnum_meshes;i++)
+               {
+                       framenum = frame;
+                       if (framenum < 0 || framenum > model->alias.aliasdata_meshes[i].num_morphframes)
+                               framenum = 0;
+                       if (model->alias.aliasdata_meshes[i].data_morphvertex3f)
+                               Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->alias.aliasdata_meshes[i].num_triangles, model->alias.aliasdata_meshes[i].data_element3i, model->alias.aliasdata_meshes[i].data_morphvertex3f + framenum * model->alias.aliasdata_meshes[i].num_vertices * 3, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+                       //else
+                               // FIXME!!!  this needs to handle skeletal!
+               }
+       }
+}
 
 static void Mod_CalcAliasModelBBoxes (void)
 {
        int vnum, meshnum;
        float dist, yawradius, radius;
        aliasmesh_t *mesh;
-       aliasvertex_t *v;
+       float *v;
        VectorClear(loadmodel->normalmins);
        VectorClear(loadmodel->normalmaxs);
        yawradius = 0;
        radius = 0;
-       for (meshnum = 0, mesh = loadmodel->aliasdata_meshes;meshnum < loadmodel->aliasnum_meshes;meshnum++, mesh++)
+       for (meshnum = 0, mesh = loadmodel->alias.aliasdata_meshes;meshnum < loadmodel->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               for (vnum = 0, v = mesh->data_vertices;vnum < mesh->num_vertices * mesh->num_frames;vnum++, v++)
+               for (vnum = 0, v = mesh->data_morphvertex3f;vnum < mesh->num_vertices * mesh->num_morphframes;vnum++, v += 3)
                {
-                       if (loadmodel->normalmins[0] > v->origin[0]) loadmodel->normalmins[0] = v->origin[0];
-                       if (loadmodel->normalmins[1] > v->origin[1]) loadmodel->normalmins[1] = v->origin[1];
-                       if (loadmodel->normalmins[2] > v->origin[2]) loadmodel->normalmins[2] = v->origin[2];
-                       if (loadmodel->normalmaxs[0] < v->origin[0]) loadmodel->normalmaxs[0] = v->origin[0];
-                       if (loadmodel->normalmaxs[1] < v->origin[1]) loadmodel->normalmaxs[1] = v->origin[1];
-                       if (loadmodel->normalmaxs[2] < v->origin[2]) loadmodel->normalmaxs[2] = v->origin[2];
-                       dist = v->origin[0] * v->origin[0] + v->origin[1] * v->origin[1];
+                       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->origin[2] * v->origin[2];
+                       dist += v[2] * v[2];
                        if (radius < dist)
                                radius = dist;
                }
@@ -75,7 +203,7 @@ static void Mod_CalcAliasModelBBoxes (void)
        loadmodel->radius2 = radius * radius;
 }
 
-static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, aliasvertex_t *out)
+static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int *vertremap)
 {
        int i, j;
        vec3_t temp;
@@ -88,35 +216,17 @@ static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate,
                temp[2] = v[i].v[2] * scale[2] + translate[2];
                j = vertremap[i]; // not onseam
                if (j >= 0)
-                       VectorCopy(temp, out[j].origin);
+                       VectorCopy(temp, out3f + j * 3);
                j = vertremap[i+inverts]; // onseam
                if (j >= 0)
-                       VectorCopy(temp, out[j].origin);
-       }
-}
-
-static void Mod_BuildAliasVertexTextureVectors(int numverts, aliasvertex_t *vertices, const float *texcoords, float *vertexbuffer, float *svectorsbuffer, float *tvectorsbuffer, float *normalsbuffer, int numtriangles, const int *elements)
-{
-       int i;
-       for (i = 0;i < numverts;i++)
-               VectorCopy(vertices[i].origin, &vertexbuffer[i * 4]);
-       Mod_BuildTextureVectorsAndNormals(numverts, numtriangles, vertexbuffer, texcoords, elements, svectorsbuffer, tvectorsbuffer, normalsbuffer);
-       for (i = 0;i < numverts;i++)
-       {
-               // LordHavoc: alias models are backwards, apparently
-               vertices[i].normal[0] = normalsbuffer[i * 4 + 0];
-               vertices[i].normal[1] = normalsbuffer[i * 4 + 1];
-               vertices[i].normal[2] = normalsbuffer[i * 4 + 2];
-               vertices[i].svector[0] = svectorsbuffer[i * 4 + 0];
-               vertices[i].svector[1] = svectorsbuffer[i * 4 + 1];
-               vertices[i].svector[2] = svectorsbuffer[i * 4 + 2];
+                       VectorCopy(temp, out3f + j * 3);
        }
 }
 
-static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, int outverts, vec3_t scale, vec3_t translate, float *texcoords, aliasvertex_t *posedata, int numtris, int *elements)
+static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, vec3_t translate, int *vertremap)
 {
        int i, f, pose, groupframes;
-       float interval, *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer;
+       float interval;
        daliasframetype_t *pframetype;
        daliasframe_t *pinframe;
        daliasgroup_t *group;
@@ -124,10 +234,6 @@ static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, int outverts, v
        animscene_t *scene;
        pose = 0;
        scene = loadmodel->animscenes;
-       vertexbuffer = Mem_Alloc(tempmempool, outverts * sizeof(float[4]) * 4);
-       svectorsbuffer = vertexbuffer + outverts * 4;
-       tvectorsbuffer = svectorsbuffer + outverts * 4;
-       normalsbuffer = tvectorsbuffer + outverts * 4;
        for (f = 0;f < loadmodel->numframes;f++)
        {
                pframetype = (daliasframetype_t *)datapointer;
@@ -151,7 +257,10 @@ static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, int outverts, v
 
                        interval = LittleFloat (intervals->interval); // FIXME: support variable framerate groups
                        if (interval < 0.01f)
-                               Host_Error("Mod_MDL_LoadFrames: invalid interval");
+                       {
+                               Con_Printf("%s has an invalid interval %f, changing to 0.1\n", loadmodel->name, interval);
+                               interval = 0.1f;
+                       }
                }
 
                // get scene name from first frame
@@ -169,151 +278,140 @@ static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, int outverts, v
                {
                        pinframe = (daliasframe_t *)datapointer;
                        datapointer += sizeof(daliasframe_t);
-                       Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, posedata + pose * outverts);
-                       Mod_BuildAliasVertexTextureVectors(outverts, posedata + pose * outverts, texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer, numtris, elements);
+                       Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->alias.aliasdata_meshes->data_morphvertex3f + pose * loadmodel->alias.aliasdata_meshes->num_vertices * 3, vertremap);
                        datapointer += sizeof(trivertx_t) * inverts;
                        pose++;
                }
        }
-       Mem_Free(vertexbuffer);
 }
 
+static skinframe_t missingskinframe;
+aliaslayer_t mod_alias_layersbuffer[16]; // 7 currently used
 void Mod_BuildAliasSkinFromSkinFrame(aliasskin_t *skin, skinframe_t *skinframe)
 {
        aliaslayer_t *layer;
-       skin->flags = 0;
-       // fog texture only exists if some pixels are transparent...
-       if (skinframe->fog != NULL)
-               skin->flags |= ALIASSKIN_TRANSPARENT;
-       // fog and gloss layers always exist
-       skin->num_layers = 2;
-       if (skinframe->glow != NULL)
-               skin->num_layers++;
-       if (skinframe->merged != NULL)
-               skin->num_layers += 2;
-       if (skinframe->base != NULL)
-               skin->num_layers += 2;
-       if (skinframe->pants != NULL)
-               skin->num_layers += 2;
-       if (skinframe->shirt != NULL)
-               skin->num_layers += 2;
-       layer = skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
-       if (skinframe->glow != NULL)
-       {
-               layer->flags = 0;
-               layer->texture = skinframe->glow;
-               layer++;
-       }
-       if (skinframe->merged != NULL)
-       {
-               layer->flags = ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
-               if (skinframe->glow != NULL)
-                       layer->flags |= ALIASLAYER_ADD;
-               layer->texture = skinframe->merged;
-               layer->nmap = skinframe->nmap;
-               layer++;
-       }
-       if (skinframe->base != NULL)
-       {
-               layer->flags = (skinframe->merged != NULL ? ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED : 0) | ALIASLAYER_DIFFUSE;
-               if (skinframe->glow != NULL)
-                       layer->flags |= ALIASLAYER_ADD;
-               layer->texture = skinframe->base;
-               layer->nmap = skinframe->nmap;
-               layer++;
-       }
-       if (skinframe->pants != NULL)
-       {
-               layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
-               if (skinframe->glow != NULL || skinframe->base != NULL)
-                       layer->flags |= ALIASLAYER_ADD;
-               layer->texture = skinframe->pants;
-               layer->nmap = skinframe->nmap;
-               layer++;
-       }
-       if (skinframe->shirt != NULL)
+
+       // hack
+       if (skinframe == NULL)
        {
-               layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
-               if (skinframe->glow != NULL || skinframe->base != NULL || skinframe->pants != NULL)
-                       layer->flags |= ALIASLAYER_ADD;
-               layer->texture = skinframe->shirt;
-               layer->nmap = skinframe->nmap;
-               layer++;
+               skinframe = &missingskinframe;
+               memset(skinframe, 0, sizeof(*skinframe));
+               skinframe->base = r_notexture;
        }
-       layer->flags = ALIASLAYER_FOG;
-       layer->texture = skinframe->fog;
-       layer++;
-       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_SPECULAR;
+
+       memset(&mod_alias_layersbuffer, 0, sizeof(mod_alias_layersbuffer));
+       layer = mod_alias_layersbuffer;
+       layer->flags = ALIASLAYER_SPECULAR;
        layer->texture = skinframe->gloss;
        layer->nmap = skinframe->nmap;
        layer++;
        if (skinframe->merged != NULL)
        {
-               layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+               layer->flags = ALIASLAYER_DIFFUSE | ALIASLAYER_NODRAW_IF_COLORMAPPED;
                layer->texture = skinframe->merged;
                layer->nmap = skinframe->nmap;
                layer++;
        }
        if (skinframe->base != NULL)
        {
-               layer->flags = ALIASLAYER_DRAW_PER_LIGHT | (skinframe->merged != NULL ? ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED : 0) | ALIASLAYER_DIFFUSE;
+               layer->flags = ALIASLAYER_DIFFUSE;
+               if (skinframe->merged != NULL)
+                       layer->flags |= ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED;
                layer->texture = skinframe->base;
                layer->nmap = skinframe->nmap;
                layer++;
        }
        if (skinframe->pants != NULL)
        {
-               layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_PANTS;
+               layer->flags = ALIASLAYER_DIFFUSE | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_COLORMAP_PANTS;
                layer->texture = skinframe->pants;
                layer->nmap = skinframe->nmap;
                layer++;
        }
        if (skinframe->shirt != NULL)
        {
-               layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+               layer->flags = ALIASLAYER_DIFFUSE | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_COLORMAP_SHIRT;
                layer->texture = skinframe->shirt;
                layer->nmap = skinframe->nmap;
                layer++;
        }
+
+       if (skinframe->glow != NULL)
+       {
+               layer->flags = 0;
+               layer->texture = skinframe->glow;
+               layer++;
+       }
+
+       layer->flags = ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS;
+       layer->texture = skinframe->fog;
+       layer++;
+
+       skin->flags = 0;
+       // fog texture only exists if some pixels are transparent...
+       if (skinframe->fog != NULL)
+               skin->flags |= ALIASSKIN_TRANSPARENT;
+
+       skin->num_layers = layer - mod_alias_layersbuffer;
+       skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
+       memcpy(skin->data_layers, mod_alias_layersbuffer, skin->num_layers * sizeof(aliaslayer_t));
 }
 
-void Mod_BuildMDLMD2MeshInfo(int numverts, int numtris, int *elements, float *texcoords, aliasvertex_t *posedata)
+void Mod_BuildAliasSkinsFromSkinFiles(aliasskin_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
 {
        int i;
-       aliasmesh_t *mesh;
-
-       loadmodel->aliasnum_meshes = 1;
-       mesh = loadmodel->aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->aliasnum_meshes * sizeof(aliasmesh_t));
-       mesh->num_skins = 0;
-       mesh->num_frames = 0;
-       for (i = 0;i < loadmodel->numframes;i++)
-               mesh->num_frames += loadmodel->animscenes[i].framecount;
-       for (i = 0;i < loadmodel->numskins;i++)
-               mesh->num_skins += loadmodel->skinscenes[i].framecount;
-       mesh->num_triangles = numtris;
-       mesh->num_vertices = numverts;
-       mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
-       mesh->data_elements = elements;
-       mesh->data_neighbors = Mem_Alloc(loadmodel->mempool, numtris * sizeof(int[3]));
-       Mod_ValidateElements(mesh->data_elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
-       Mod_BuildTriangleNeighbors(mesh->data_neighbors, mesh->data_elements, mesh->num_triangles);
-       mesh->data_texcoords = texcoords;
-       mesh->data_vertices = posedata;
-       for (i = 0;i < mesh->num_skins;i++)
-               Mod_BuildAliasSkinFromSkinFrame(mesh->data_skins + i, loadmodel->skinframes + i);
-       Mod_CalcAliasModelBBoxes();
+       skinfileitem_t *skinfileitem;
+       skinframe_t tempskinframe;
+       if (skinfile)
+       {
+               for (i = 0;skinfile;skinfile = skinfile->next, i++, skin++)
+               {
+                       memset(skin, 0, sizeof(*skin));
+                       for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
+                       {
+                               // leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw"
+                               if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
+                               {
+                                       memset(&tempskinframe, 0, sizeof(tempskinframe));
+                                       if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+                                               Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
+                                       else
+                                       {
+                                               Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
+                                               if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+                                                       Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
+                                               else
+                                               {
+                                                       Con_Printf("failed to load skin \"%s\"\n", shadername);
+                                                       Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+       else
+       {
+               memset(&tempskinframe, 0, sizeof(tempskinframe));
+               if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+                       Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
+               else
+               {
+                       Con_Printf("failed to load mesh \"%s\" shader \"%s\"\n", meshname, shadername);
+                       Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+               }
+       }
 }
 
 #define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)\n", loadmodel->name, VALUE, MIN, MAX);
 #define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)\n", loadmodel->name, VALUE, MIN, MAX);
 extern void R_Model_Alias_Draw(entity_render_t *ent);
-extern void R_Model_Alias_DrawFakeShadow(entity_render_t *ent);
-extern void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
-void Mod_LoadQ1AliasModel (model_t *mod, void *buffer)
+extern void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
+extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
+void Mod_IDP0_Load(model_t *mod, void *buffer)
 {
-       int i, j, version, totalposes, totalskins, skinwidth, skinheight, totalverts, groupframes, groupskins, *elements, numverts, numtris;
-       float scales, scalet, scale[3], translate[3], interval, *texcoords;
+       int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
+       float scales, scalet, scale[3], translate[3], interval;
        mdl_t *pinmodel;
        stvert_t *pinstverts;
        dtriangle_t *pintriangles;
@@ -322,12 +420,14 @@ void Mod_LoadQ1AliasModel (model_t *mod, void *buffer)
        daliasskininterval_t *pinskinintervals;
        daliasframetype_t *pinframetype;
        daliasgroup_t *pinframegroup;
-       aliasvertex_t *posedata;
        qbyte *datapointer, *startframes, *startskins;
        char name[MAX_QPATH];
        skinframe_t tempskinframe;
        animscene_t *tempskinscenes;
-       skinframe_t *tempskinframes;
+       aliasskin_t *tempaliasskins;
+       float *vertst;
+       int *vertonseam, *vertremap;
+       skinfile_t *skinfiles;
 
        datapointer = buffer;
        pinmodel = (mdl_t *)datapointer;
@@ -339,23 +439,25 @@ void Mod_LoadQ1AliasModel (model_t *mod, void *buffer)
                                 loadmodel->name, version, ALIAS_VERSION);
 
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ALIAS;
        loadmodel->DrawSky = NULL;
        loadmodel->Draw = R_Model_Alias_Draw;
-       loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
        loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
        loadmodel->DrawLight = R_Model_Alias_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+
+       loadmodel->alias.aliasnum_meshes = 1;
+       loadmodel->alias.aliasdata_meshes = Mem_Alloc(loadmodel->mempool, sizeof(aliasmesh_t));
 
        loadmodel->numskins = LittleLong(pinmodel->numskins);
-       BOUNDI(loadmodel->numskins,0,256);
+       BOUNDI(loadmodel->numskins,0,65536);
        skinwidth = LittleLong (pinmodel->skinwidth);
-       BOUNDI(skinwidth,0,4096);
+       BOUNDI(skinwidth,0,65536);
        skinheight = LittleLong (pinmodel->skinheight);
-       BOUNDI(skinheight,0,4096);
+       BOUNDI(skinheight,0,65536);
        numverts = LittleLong(pinmodel->numverts);
-       BOUNDI(numverts,0,MAXALIASVERTS);
-       numtris = LittleLong(pinmodel->numtris);
-       BOUNDI(numtris,0,MAXALIASTRIS);
+       BOUNDI(numverts,0,65536);
+       loadmodel->alias.aliasdata_meshes->num_triangles = LittleLong(pinmodel->numtris);
+       BOUNDI(loadmodel->alias.aliasdata_meshes->num_triangles,0,65536);
        loadmodel->numframes = LittleLong(pinmodel->numframes);
        BOUNDI(loadmodel->numframes,0,65536);
        loadmodel->synctype = LittleLong (pinmodel->synctype);
@@ -395,10 +497,10 @@ void Mod_LoadQ1AliasModel (model_t *mod, void *buffer)
        datapointer += sizeof(stvert_t) * numverts;
 
        pintriangles = (dtriangle_t *)datapointer;
-       datapointer += sizeof(dtriangle_t) * numtris;
+       datapointer += sizeof(dtriangle_t) * loadmodel->alias.aliasdata_meshes->num_triangles;
 
        startframes = datapointer;
-       totalposes = 0;
+       loadmodel->alias.aliasdata_meshes->num_morphframes = 0;
        for (i = 0;i < loadmodel->numframes;i++)
        {
                pinframetype = (daliasframetype_t *)datapointer;
@@ -417,177 +519,204 @@ void Mod_LoadQ1AliasModel (model_t *mod, void *buffer)
                {
                        datapointer += sizeof(daliasframe_t);
                        datapointer += sizeof(trivertx_t) * numverts;
-                       totalposes++;
+                       loadmodel->alias.aliasdata_meshes->num_morphframes++;
                }
        }
 
-       // load the skins
-       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
-       loadmodel->skinframes = Mem_Alloc(loadmodel->mempool, totalskins * sizeof(skinframe_t));
-       totalskins = 0;
-       datapointer = startskins;
-       for (i = 0;i < loadmodel->numskins;i++)
+       // store texture coordinates into temporary array, they will be stored
+       // after usage is determined (triangle data)
+       vertst = Mem_Alloc(tempmempool, numverts * 2 * sizeof(float[2]));
+       vertremap = Mem_Alloc(tempmempool, numverts * 3 * sizeof(int));
+       vertonseam = vertremap + numverts * 2;
+
+       scales = 1.0 / skinwidth;
+       scalet = 1.0 / skinheight;
+       for (i = 0;i < numverts;i++)
        {
-               pinskintype = (daliasskintype_t *)datapointer;
-               datapointer += sizeof(daliasskintype_t);
+               vertonseam[i] = LittleLong(pinstverts[i].onseam);
+               vertst[i*2+0] = (LittleLong(pinstverts[i].s) + 0.5) * scales;
+               vertst[i*2+1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet;
+               vertst[(i+numverts)*2+0] = vertst[i*2+0] + 0.5;
+               vertst[(i+numverts)*2+1] = vertst[i*2+1];
+       }
+
+// load triangle data
+       loadmodel->alias.aliasdata_meshes->data_element3i = Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->alias.aliasdata_meshes->num_triangles);
 
-               if (pinskintype->type == ALIAS_SKIN_SINGLE)
+       // read the triangle elements
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_triangles;i++)
+               for (j = 0;j < 3;j++)
+                       loadmodel->alias.aliasdata_meshes->data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
+       // validate (note numverts is used because this is the original data)
+       Mod_ValidateElements(loadmodel->alias.aliasdata_meshes->data_element3i, loadmodel->alias.aliasdata_meshes->num_triangles, numverts, __FILE__, __LINE__);
+       // now butcher the elements according to vertonseam and tri->facesfront
+       // and then compact the vertex set to remove duplicates
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_triangles;i++)
+               if (!LittleLong(pintriangles[i].facesfront)) // backface
+                       for (j = 0;j < 3;j++)
+                               if (vertonseam[loadmodel->alias.aliasdata_meshes->data_element3i[i*3+j]])
+                                       loadmodel->alias.aliasdata_meshes->data_element3i[i*3+j] += numverts;
+       // count the usage
+       // (this uses vertremap to count usage to save some memory)
+       for (i = 0;i < numverts*2;i++)
+               vertremap[i] = 0;
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_triangles*3;i++)
+               vertremap[loadmodel->alias.aliasdata_meshes->data_element3i[i]]++;
+       // build remapping table and compact array
+       loadmodel->alias.aliasdata_meshes->num_vertices = 0;
+       for (i = 0;i < numverts*2;i++)
+       {
+               if (vertremap[i])
                {
-                       groupskins = 1;
-                       interval = 0.1f;
+                       vertremap[i] = loadmodel->alias.aliasdata_meshes->num_vertices;
+                       vertst[loadmodel->alias.aliasdata_meshes->num_vertices*2+0] = vertst[i*2+0];
+                       vertst[loadmodel->alias.aliasdata_meshes->num_vertices*2+1] = vertst[i*2+1];
+                       loadmodel->alias.aliasdata_meshes->num_vertices++;
                }
                else
-               {
-                       pinskingroup = (daliasskingroup_t *)datapointer;
-                       datapointer += sizeof(daliasskingroup_t);
-
-                       groupskins = LittleLong (pinskingroup->numskins);
-
-                       pinskinintervals = (daliasskininterval_t *)datapointer;
-                       datapointer += sizeof(daliasskininterval_t) * groupskins;
+                       vertremap[i] = -1; // not used at all
+       }
+       // remap the elements to the new vertex set
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_triangles * 3;i++)
+               loadmodel->alias.aliasdata_meshes->data_element3i[i] = vertremap[loadmodel->alias.aliasdata_meshes->data_element3i[i]];
+       // store the texture coordinates
+       loadmodel->alias.aliasdata_meshes->data_texcoord2f = Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->alias.aliasdata_meshes->num_vertices);
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_vertices;i++)
+       {
+               loadmodel->alias.aliasdata_meshes->data_texcoord2f[i*2+0] = vertst[i*2+0];
+               loadmodel->alias.aliasdata_meshes->data_texcoord2f[i*2+1] = vertst[i*2+1];
+       }
 
-                       interval = LittleFloat(pinskinintervals[0].interval);
-                       if (interval < 0.01f)
-                               Host_Error("Mod_LoadQ1AliasModel: invalid interval\n");
-               }
+// load the frames
+       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
+       loadmodel->alias.aliasdata_meshes->data_morphvertex3f = Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * loadmodel->alias.aliasdata_meshes->num_morphframes * loadmodel->alias.aliasdata_meshes->num_vertices);
+       loadmodel->alias.aliasdata_meshes->data_neighbor3i = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_triangles * sizeof(int[3]));
+       Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap);
+       Mod_BuildTriangleNeighbors(loadmodel->alias.aliasdata_meshes->data_neighbor3i, loadmodel->alias.aliasdata_meshes->data_element3i, loadmodel->alias.aliasdata_meshes->num_triangles);
+       Mod_CalcAliasModelBBoxes();
+       Mod_Alias_Mesh_CompileFrameZero(loadmodel->alias.aliasdata_meshes);
 
-               sprintf(loadmodel->skinscenes[i].name, "skin %i", i);
-               loadmodel->skinscenes[i].firstframe = totalskins;
-               loadmodel->skinscenes[i].framecount = groupskins;
-               loadmodel->skinscenes[i].framerate = 1.0f / interval;
-               loadmodel->skinscenes[i].loop = true;
+       Mem_Free(vertst);
+       Mem_Free(vertremap);
 
-               for (j = 0;j < groupskins;j++)
+       // load the skins
+       if ((skinfiles = Mod_LoadSkinFiles()))
+       {
+               loadmodel->alias.aliasdata_meshes->num_skins = totalskins = loadmodel->numskins;
+               loadmodel->alias.aliasdata_meshes->data_skins = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_skins * sizeof(aliasskin_t));
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->alias.aliasdata_meshes->data_skins, skinfiles, "default", "");
+               Mod_FreeSkinFiles(skinfiles);
+               loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+               for (i = 0;i < loadmodel->numskins;i++)
                {
-                       if (groupskins > 1)
-                               sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
-                       else
-                               sprintf (name, "%s_%i", loadmodel->name, i);
-                       if (!Mod_LoadSkinFrame(loadmodel->skinframes + totalskins, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA, true, false, true))
-                               Mod_LoadSkinFrame_Internal(loadmodel->skinframes + totalskins, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA, true, false, true, (qbyte *)datapointer, skinwidth, skinheight);
-                       datapointer += skinwidth * skinheight;
-                       totalskins++;
+                       loadmodel->skinscenes[i].firstframe = i;
+                       loadmodel->skinscenes[i].framecount = 1;
+                       loadmodel->skinscenes[i].loop = true;
+                       loadmodel->skinscenes[i].framerate = 10;
                }
        }
-       // check for skins that don't exist in the model, but do exist as external images
-       // (this was added because yummyluv kept pestering me about support for it)
-       for (;;)
+       else
        {
-               sprintf (name, "%s_%i", loadmodel->name, loadmodel->numskins);
-               if (Mod_LoadSkinFrame (&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA, true, false, true))
+               loadmodel->alias.aliasdata_meshes->num_skins = totalskins;
+               loadmodel->alias.aliasdata_meshes->data_skins = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_skins * sizeof(aliasskin_t));
+               loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+               totalskins = 0;
+               datapointer = startskins;
+               for (i = 0;i < loadmodel->numskins;i++)
+               {
+                       pinskintype = (daliasskintype_t *)datapointer;
+                       datapointer += sizeof(daliasskintype_t);
+
+                       if (pinskintype->type == ALIAS_SKIN_SINGLE)
+                       {
+                               groupskins = 1;
+                               interval = 0.1f;
+                       }
+                       else
+                       {
+                               pinskingroup = (daliasskingroup_t *)datapointer;
+                               datapointer += sizeof(daliasskingroup_t);
+
+                               groupskins = LittleLong (pinskingroup->numskins);
+
+                               pinskinintervals = (daliasskininterval_t *)datapointer;
+                               datapointer += sizeof(daliasskininterval_t) * groupskins;
+
+                               interval = LittleFloat(pinskinintervals[0].interval);
+                               if (interval < 0.01f)
+                               {
+                                       Con_Printf("%s has an invalid interval %f, changing to 0.1\n", loadmodel->name, interval);
+                                       interval = 0.1f;
+                               }
+                       }
+
+                       sprintf(loadmodel->skinscenes[i].name, "skin %i", i);
+                       loadmodel->skinscenes[i].firstframe = totalskins;
+                       loadmodel->skinscenes[i].framecount = groupskins;
+                       loadmodel->skinscenes[i].framerate = 1.0f / interval;
+                       loadmodel->skinscenes[i].loop = true;
+
+                       for (j = 0;j < groupskins;j++)
+                       {
+                               if (groupskins > 1)
+                                       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_CLAMP | TEXF_ALPHA | TEXF_PICMIP, true, false, true))
+                                       Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_CLAMP | TEXF_ALPHA | TEXF_PICMIP, true, false, r_fullbrights.integer, (qbyte *)datapointer, skinwidth, skinheight);
+                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->alias.aliasdata_meshes->data_skins + totalskins, &tempskinframe);
+                               datapointer += skinwidth * skinheight;
+                               totalskins++;
+                       }
+               }
+               // check for skins that don't exist in the model, but do exist as external images
+               // (this was added because yummyluv kept pestering me about support for it)
+               while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_CLAMP | TEXF_ALPHA | TEXF_PICMIP, true, false, true))
                {
                        // expand the arrays to make room
                        tempskinscenes = loadmodel->skinscenes;
-                       tempskinframes = loadmodel->skinframes;
                        loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t));
-                       loadmodel->skinframes = Mem_Alloc(loadmodel->mempool, (totalskins + 1) * sizeof(skinframe_t));
                        memcpy(loadmodel->skinscenes, tempskinscenes, loadmodel->numskins * sizeof(animscene_t));
-                       memcpy(loadmodel->skinframes, tempskinframes, totalskins * sizeof(skinframe_t));
                        Mem_Free(tempskinscenes);
-                       Mem_Free(tempskinframes);
+
+                       tempaliasskins = loadmodel->alias.aliasdata_meshes->data_skins;
+                       loadmodel->alias.aliasdata_meshes->data_skins = Mem_Alloc(loadmodel->mempool, (totalskins + 1) * sizeof(aliasskin_t));
+                       memcpy(loadmodel->alias.aliasdata_meshes->data_skins, tempaliasskins, totalskins * sizeof(aliasskin_t));
+                       Mem_Free(tempaliasskins);
+
                        // store the info about the new skin
+                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->alias.aliasdata_meshes->data_skins + totalskins, &tempskinframe);
                        strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name);
                        loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
                        loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
                        loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
                        loadmodel->skinscenes[loadmodel->numskins].loop = true;
-                       loadmodel->skinframes[totalskins] = tempskinframe;
+
+                       //increase skin counts
+                       loadmodel->alias.aliasdata_meshes->num_skins++;
                        loadmodel->numskins++;
                        totalskins++;
                }
-               else
-                       break;
-       }
-
-       // store texture coordinates into temporary array, they will be stored after usage is determined (triangle data)
-       scales = 1.0 / skinwidth;
-       scalet = 1.0 / skinheight;
-       for (i = 0;i < numverts;i++)
-       {
-               vertonseam[i] = LittleLong(pinstverts[i].onseam);
-               vertst[i][0] = (LittleLong(pinstverts[i].s) + 0.5) * scales;
-               vertst[i][1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet;
-               vertst[i+numverts][0] = vertst[i][0] + 0.5;
-               vertst[i+numverts][1] = vertst[i][1];
-               vertusage[i] = 0;
-               vertusage[i+numverts] = 0;
-       }
-
-// load triangle data
-       elements = Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * numtris);
-
-       // count the vertices used
-       for (i = 0;i < numverts*2;i++)
-               vertusage[i] = 0;
-       for (i = 0;i < numtris;i++)
-       {
-               temptris[i][0] = LittleLong(pintriangles[i].vertindex[0]);
-               temptris[i][1] = LittleLong(pintriangles[i].vertindex[1]);
-               temptris[i][2] = LittleLong(pintriangles[i].vertindex[2]);
-               if (!LittleLong(pintriangles[i].facesfront)) // backface
-               {
-                       if (vertonseam[temptris[i][0]]) temptris[i][0] += numverts;
-                       if (vertonseam[temptris[i][1]]) temptris[i][1] += numverts;
-                       if (vertonseam[temptris[i][2]]) temptris[i][2] += numverts;
-               }
-               vertusage[temptris[i][0]]++;
-               vertusage[temptris[i][1]]++;
-               vertusage[temptris[i][2]]++;
-       }
-       // build remapping table and compact array
-       totalverts = 0;
-       for (i = 0;i < numverts*2;i++)
-       {
-               if (vertusage[i])
-               {
-                       vertremap[i] = totalverts;
-                       vertst[totalverts][0] = vertst[i][0];
-                       vertst[totalverts][1] = vertst[i][1];
-                       totalverts++;
-               }
-               else
-                       vertremap[i] = -1; // not used at all
        }
-       // remap the triangle references
-       for (i = 0;i < numtris;i++)
-       {
-               elements[i*3+0] = vertremap[temptris[i][0]];
-               elements[i*3+1] = vertremap[temptris[i][1]];
-               elements[i*3+2] = vertremap[temptris[i][2]];
-       }
-       // store the texture coordinates
-       texcoords = Mem_Alloc(loadmodel->mempool, sizeof(float[4]) * totalverts);
-       for (i = 0;i < totalverts;i++)
-       {
-               texcoords[i*4+0] = vertst[i][0];
-               texcoords[i*4+1] = vertst[i][1];
-       }
-
-// load the frames
-       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
-       posedata = Mem_Alloc(loadmodel->mempool, sizeof(aliasvertex_t) * totalposes * totalverts);
-       Mod_MDL_LoadFrames (startframes, numverts, totalverts, scale, translate, texcoords, posedata, numtris, elements);
-       Mod_BuildMDLMD2MeshInfo(totalverts, numtris, elements, texcoords, posedata);
 }
 
-static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, aliasvertex_t *out, int numverts, int *vertremap)
+static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int numverts, int *vertremap)
 {
        int i;
        trivertx_t *in;
-       for (i = 0;i < numverts;i++)
+       for (i = 0;i < numverts;i++, out3f += 3)
        {
                in = v + vertremap[i];
-               out[i].origin[0] = in->v[0] * scale[0] + translate[0];
-               out[i].origin[1] = in->v[1] * scale[1] + translate[1];
-               out[i].origin[2] = in->v[2] * scale[2] + translate[2];
+               out3f[0] = in->v[0] * scale[0] + translate[0];
+               out3f[1] = in->v[1] * scale[1] + translate[1];
+               out3f[2] = in->v[2] * scale[2] + translate[2];
        }
 }
 
-void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
+void Mod_IDP2_Load(model_t *mod, void *buffer)
 {
-       int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, *elements, numverts, numtris;
-       float *stverts, s, t, scale[3], translate[3], *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer, *texcoords;
-       aliasvertex_t *posedata;
+       int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, numverts;
+       float *stverts, s, t, scale[3], translate[3];
        md2_t *pinmodel;
        qbyte *base, *datapointer;
        md2frame_t *pinframe;
@@ -601,6 +730,8 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
                float st[2];
        }
        *hash, **md2verthash, *md2verthashdata;
+       skinframe_t tempskinframe;
+       skinfile_t *skinfiles;
 
        pinmodel = buffer;
        base = buffer;
@@ -611,59 +742,89 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
                        loadmodel->name, version, MD2ALIAS_VERSION);
 
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ALIAS;
        loadmodel->DrawSky = NULL;
        loadmodel->Draw = R_Model_Alias_Draw;
-       loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
        loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
        loadmodel->DrawLight = R_Model_Alias_DrawLight;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
 
-       if (LittleLong(pinmodel->num_tris < 1) || LittleLong(pinmodel->num_tris) > MD2MAX_TRIANGLES)
+       if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
                Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris));
-       if (LittleLong(pinmodel->num_xyz < 1) || LittleLong(pinmodel->num_xyz) > MD2MAX_VERTS)
+       if (LittleLong(pinmodel->num_xyz) < 1 || LittleLong(pinmodel->num_xyz) > 65536)
                Host_Error ("%s has invalid number of vertices: %i", loadmodel->name, LittleLong(pinmodel->num_xyz));
-       if (LittleLong(pinmodel->num_frames < 1) || LittleLong(pinmodel->num_frames) > MD2MAX_FRAMES)
+       if (LittleLong(pinmodel->num_frames) < 1 || LittleLong(pinmodel->num_frames) > 65536)
                Host_Error ("%s has invalid number of frames: %i", loadmodel->name, LittleLong(pinmodel->num_frames));
-       if (LittleLong(pinmodel->num_skins < 0) || LittleLong(pinmodel->num_skins) > MAX_SKINS)
+       if (LittleLong(pinmodel->num_skins) < 0 || LittleLong(pinmodel->num_skins) > 256)
                Host_Error ("%s has invalid number of skins: %i", loadmodel->name, LittleLong(pinmodel->num_skins));
 
        end = LittleLong(pinmodel->ofs_end);
-       if (LittleLong(pinmodel->num_skins) >= 1 && (LittleLong(pinmodel->ofs_skins <= 0) || LittleLong(pinmodel->ofs_skins) >= end))
+       if (LittleLong(pinmodel->num_skins) >= 1 && (LittleLong(pinmodel->ofs_skins) <= 0 || LittleLong(pinmodel->ofs_skins) >= end))
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_st <= 0) || LittleLong(pinmodel->ofs_st) >= end)
+       if (LittleLong(pinmodel->ofs_st) <= 0 || LittleLong(pinmodel->ofs_st) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_tris <= 0) || LittleLong(pinmodel->ofs_tris) >= end)
+       if (LittleLong(pinmodel->ofs_tris) <= 0 || LittleLong(pinmodel->ofs_tris) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_frames <= 0) || LittleLong(pinmodel->ofs_frames) >= end)
+       if (LittleLong(pinmodel->ofs_frames) <= 0 || LittleLong(pinmodel->ofs_frames) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
-       if (LittleLong(pinmodel->ofs_glcmds <= 0) || LittleLong(pinmodel->ofs_glcmds) >= end)
+       if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end)
                Host_Error ("%s is not a valid model", loadmodel->name);
 
+       loadmodel->alias.aliasnum_meshes = 1;
+       loadmodel->alias.aliasdata_meshes = Mem_Alloc(loadmodel->mempool, sizeof(aliasmesh_t));
+
        loadmodel->numskins = LittleLong(pinmodel->num_skins);
        numxyz = LittleLong(pinmodel->num_xyz);
        numst = LittleLong(pinmodel->num_st);
-       numtris = LittleLong(pinmodel->num_tris);
+       loadmodel->alias.aliasdata_meshes->num_triangles = LittleLong(pinmodel->num_tris);
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
+       loadmodel->alias.aliasdata_meshes->num_morphframes = loadmodel->numframes;
+       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
 
        loadmodel->flags = 0; // there are no MD2 flags
        loadmodel->synctype = ST_RAND;
 
        // load the skins
        inskin = (void*)(base + LittleLong(pinmodel->ofs_skins));
-       if (loadmodel->numskins)
+       if ((skinfiles = Mod_LoadSkinFiles()))
        {
-               loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins + sizeof(skinframe_t) * loadmodel->numskins);
-               loadmodel->skinframes = (void *)(loadmodel->skinscenes + loadmodel->numskins);
-               for (i = 0;i < loadmodel->numskins;i++)
+               loadmodel->alias.aliasdata_meshes->num_skins = loadmodel->numskins;
+               loadmodel->alias.aliasdata_meshes->data_skins = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_skins * sizeof(aliasskin_t));
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->alias.aliasdata_meshes->data_skins, skinfiles, "default", "");
+               Mod_FreeSkinFiles(skinfiles);
+       }
+       else if (loadmodel->numskins)
+       {
+               // skins found (most likely not a player model)
+               loadmodel->alias.aliasdata_meshes->num_skins = loadmodel->numskins;
+               loadmodel->alias.aliasdata_meshes->data_skins = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_skins * sizeof(aliasskin_t));
+               for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
                {
-                       loadmodel->skinscenes[i].firstframe = i;
-                       loadmodel->skinscenes[i].framecount = 1;
-                       loadmodel->skinscenes[i].loop = true;
-                       loadmodel->skinscenes[i].framerate = 10;
-                       Mod_LoadSkinFrame (loadmodel->skinframes + i, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE, true, false, true);
-                       inskin += MD2MAX_SKINNAME;
+                       if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_CLAMP | TEXF_PRECACHE | TEXF_PICMIP, true, false, true))
+                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->alias.aliasdata_meshes->data_skins + i, &tempskinframe);
+                       else
+                       {
+                               Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
+                               Mod_BuildAliasSkinFromSkinFrame(loadmodel->alias.aliasdata_meshes->data_skins + i, NULL);
+                       }
                }
        }
+       else
+       {
+               // no skins (most likely a player model)
+               loadmodel->numskins = 1;
+               loadmodel->alias.aliasdata_meshes->num_skins = loadmodel->numskins;
+               loadmodel->alias.aliasdata_meshes->data_skins = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_skins * sizeof(aliasskin_t));
+               Mod_BuildAliasSkinFromSkinFrame(loadmodel->alias.aliasdata_meshes->data_skins, NULL);
+       }
+
+       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
 
        // load the triangles and stvert data
        inst = (void*)(base + LittleLong(pinmodel->ofs_st));
@@ -680,33 +841,34 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
                k = (unsigned short) LittleShort(inst[i*2+1]);
                if (j >= skinwidth || k >= skinheight)
                {
-                       Mem_Free(stverts);
-                       Host_Error("Mod_MD2_LoadGeometry: invalid skin coordinate (%i %i) on vert %i of model %s\n", j, k, i, loadmodel->name);
+                       Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, j, k, i);
+                       j = 0;
+                       k = 0;
                }
                stverts[i*2+0] = j * s;
                stverts[i*2+1] = k * t;
        }
 
        md2verthash = Mem_Alloc(tempmempool, 256 * sizeof(hash));
-       md2verthashdata = Mem_Alloc(tempmempool, numtris * 3 * sizeof(*hash));
+       md2verthashdata = Mem_Alloc(tempmempool, loadmodel->alias.aliasdata_meshes->num_triangles * 3 * sizeof(*hash));
        // swap the triangle list
        num = 0;
-       elements = Mem_Alloc(loadmodel->mempool, numtris * sizeof(int[3]));
-       for (i = 0;i < numtris;i++)
+       loadmodel->alias.aliasdata_meshes->data_element3i = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_triangles * sizeof(int[3]));
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_triangles;i++)
        {
                for (j = 0;j < 3;j++)
                {
                        xyz = (unsigned short) LittleShort (intri[i].index_xyz[j]);
                        st = (unsigned short) LittleShort (intri[i].index_st[j]);
-                       if (xyz >= numxyz || st >= numst)
+                       if (xyz >= numxyz)
                        {
-                               Mem_Free(md2verthash);
-                               Mem_Free(md2verthashdata);
-                               Mem_Free(stverts);
-                               if (xyz >= numxyz)
-                                       Host_Error("Mod_MD2_LoadGeometry: invalid xyz index (%i) on triangle %i of model %s\n", xyz, i, loadmodel->name);
-                               if (st >= numst)
-                                       Host_Error("Mod_MD2_LoadGeometry: invalid st index (%i) on triangle %i of model %s\n", st, i, loadmodel->name);
+                               Con_Printf("%s has an invalid xyz index (%i) on triangle %i, resetting to 0\n", loadmodel->name, xyz, i);
+                               xyz = 0;
+                       }
+                       if (st >= numst)
+                       {
+                               Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i);
+                               st = 0;
                        }
                        s = stverts[st*2+0];
                        t = stverts[st*2+1];
@@ -723,21 +885,22 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
                                hash->next = md2verthash[hashindex];
                                md2verthash[hashindex] = hash;
                        }
-                       elements[i*3+j] = (hash - md2verthashdata);
+                       loadmodel->alias.aliasdata_meshes->data_element3i[i*3+j] = (hash - md2verthashdata);
                }
        }
 
        Mem_Free(stverts);
 
        numverts = num;
+       loadmodel->alias.aliasdata_meshes->num_vertices = numverts;
        vertremap = Mem_Alloc(loadmodel->mempool, num * sizeof(int));
-       texcoords = Mem_Alloc(loadmodel->mempool, num * sizeof(float[4]));
+       loadmodel->alias.aliasdata_meshes->data_texcoord2f = Mem_Alloc(loadmodel->mempool, num * sizeof(float[2]));
        for (i = 0;i < num;i++)
        {
                hash = md2verthashdata + i;
                vertremap[i] = hash->xyz;
-               texcoords[i*4+0] = hash->st[0];
-               texcoords[i*4+1] = hash->st[1];
+               loadmodel->alias.aliasdata_meshes->data_texcoord2f[i*2+0] = hash->st[0];
+               loadmodel->alias.aliasdata_meshes->data_texcoord2f[i*2+1] = hash->st[1];
        }
 
        Mem_Free(md2verthash);
@@ -745,14 +908,8 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
 
        // load the frames
        datapointer = (base + LittleLong(pinmodel->ofs_frames));
-       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
-       posedata = Mem_Alloc(loadmodel->mempool, numverts * loadmodel->numframes * sizeof(trivertx_t));
-
-       vertexbuffer = Mem_Alloc(tempmempool, numverts * sizeof(float[4]) * 4);
-       svectorsbuffer = vertexbuffer + numverts * 4;
-       tvectorsbuffer = svectorsbuffer + numverts * 4;
-       normalsbuffer = tvectorsbuffer + numverts * 4;
-       for (i = 0;i < loadmodel->numframes;i++)
+       loadmodel->alias.aliasdata_meshes->data_morphvertex3f = Mem_Alloc(loadmodel->mempool, numverts * loadmodel->alias.aliasdata_meshes->num_morphframes * sizeof(float[3]));
+       for (i = 0;i < loadmodel->alias.aliasdata_meshes->num_morphframes;i++)
        {
                pinframe = (md2frame_t *)datapointer;
                datapointer += sizeof(md2frame_t);
@@ -761,8 +918,7 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
                        scale[j] = LittleFloat(pinframe->scale[j]);
                        translate[j] = LittleFloat(pinframe->translate[j]);
                }
-               Mod_MD2_ConvertVerts(scale, translate, (void *)datapointer, posedata + i * numverts, numverts, vertremap);
-               Mod_BuildAliasVertexTextureVectors(numverts, posedata + i * numverts, texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer, numtris, elements);
+               Mod_MD2_ConvertVerts(scale, translate, (void *)datapointer, loadmodel->alias.aliasdata_meshes->data_morphvertex3f + i * numverts * 3, numverts, vertremap);
                datapointer += numxyz * sizeof(trivertx_t);
 
                strcpy(loadmodel->animscenes[i].name, pinframe->name);
@@ -771,22 +927,24 @@ void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
                loadmodel->animscenes[i].framerate = 10;
                loadmodel->animscenes[i].loop = true;
        }
-       Mem_Free(vertexbuffer);
 
        Mem_Free(vertremap);
 
-       Mod_BuildMDLMD2MeshInfo(numverts, numtris, elements, texcoords, posedata);
+       loadmodel->alias.aliasdata_meshes->data_neighbor3i = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasdata_meshes->num_triangles * sizeof(int[3]));
+       Mod_BuildTriangleNeighbors(loadmodel->alias.aliasdata_meshes->data_neighbor3i, loadmodel->alias.aliasdata_meshes->data_element3i, loadmodel->alias.aliasdata_meshes->num_triangles);
+       Mod_CalcAliasModelBBoxes();
+       Mod_Alias_Mesh_CompileFrameZero(loadmodel->alias.aliasdata_meshes);
 }
 
-void Mod_LoadQ3AliasModel(model_t *mod, void *buffer)
+void Mod_IDP3_Load(model_t *mod, void *buffer)
 {
-       int i, j, version;
-       float *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer;
+       int i, j, k, version;
        md3modelheader_t *pinmodel;
        md3frameinfo_t *pinframe;
        md3mesh_t *pinmesh;
+       md3tag_t *pintag;
        aliasmesh_t *mesh;
-       skinframe_t tempskinframe;
+       skinfile_t *skinfiles;
 
        pinmodel = buffer;
 
@@ -797,25 +955,32 @@ void Mod_LoadQ3AliasModel(model_t *mod, void *buffer)
                Host_Error ("%s has wrong version number (%i should be %i)",
                        loadmodel->name, version, MD3VERSION);
 
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
+
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ALIAS;
        loadmodel->DrawSky = NULL;
        loadmodel->Draw = R_Model_Alias_Draw;
-       loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
        loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
        loadmodel->DrawLight = R_Model_Alias_DrawLight;
-       loadmodel->flags = 0;
+       loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+       loadmodel->flags = LittleLong(pinmodel->flags);
        loadmodel->synctype = ST_RAND;
 
        // set up some global info about the model
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
-       loadmodel->numskins = 1;
-       loadmodel->aliasnum_meshes = LittleLong(pinmodel->num_meshes);
-       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
-       loadmodel->skinscenes[0].firstframe = 0;
-       loadmodel->skinscenes[0].framecount = 1;
-       loadmodel->skinscenes[0].loop = true;
-       loadmodel->skinscenes[0].framerate = 10;
+       loadmodel->alias.aliasnum_meshes = LittleLong(pinmodel->num_meshes);
+
+       // make skinscenes for the skins (no groups)
+       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
 
        // load frameinfo
        loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
@@ -828,79 +993,95 @@ void Mod_LoadQ3AliasModel(model_t *mod, void *buffer)
                loadmodel->animscenes[i].loop = true;
        }
 
-       // tags are not loaded yet
+       // load tags
+       loadmodel->alias.aliasnum_tagframes = loadmodel->numframes;
+       loadmodel->alias.aliasnum_tags = LittleLong(pinmodel->num_tags);
+       loadmodel->alias.aliasdata_tags = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasnum_tagframes * loadmodel->alias.aliasnum_tags * sizeof(aliastag_t));
+       for (i = 0, pintag = (md3tag_t *)((qbyte *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->alias.aliasnum_tagframes * loadmodel->alias.aliasnum_tags;i++, pintag++)
+       {
+               strcpy(loadmodel->alias.aliasdata_tags[i].name, pintag->name);
+               Matrix4x4_CreateIdentity(&loadmodel->alias.aliasdata_tags[i].matrix);
+               for (j = 0;j < 3;j++)
+               {
+                       for (k = 0;k < 3;k++)
+                               loadmodel->alias.aliasdata_tags[i].matrix.m[j][k] = LittleFloat(pintag->rotationmatrix[k * 3 + j]);
+                       loadmodel->alias.aliasdata_tags[i].matrix.m[j][3] = LittleFloat(pintag->origin[j]);
+               }
+               //Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->alias.aliasnum_tags, i % loadmodel->alias.aliasnum_tags, loadmodel->alias.aliasdata_tags[i].name);
+       }
 
        // load meshes
-       loadmodel->aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->aliasnum_meshes * sizeof(aliasmesh_t));
-       for (i = 0, pinmesh = (md3mesh_t *)((qbyte *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->aliasnum_meshes;i++, pinmesh = (md3mesh_t *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_end)))
+       loadmodel->alias.aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasnum_meshes * sizeof(aliasmesh_t));
+       for (i = 0, pinmesh = (md3mesh_t *)((qbyte *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->alias.aliasnum_meshes;i++, pinmesh = (md3mesh_t *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_end)))
        {
                if (memcmp(pinmesh->identifier, "IDP3", 4))
-                       Host_Error("Mod_LoadQ3AliasModel: invalid mesh identifier (not IDP3)\n");
-               mesh = loadmodel->aliasdata_meshes + i;
+                       Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)\n");
+               mesh = loadmodel->alias.aliasdata_meshes + i;
                mesh->num_skins = loadmodel->numskins;
-               mesh->num_frames = LittleLong(pinmesh->num_frames);
+               mesh->num_morphframes = LittleLong(pinmesh->num_frames);
                mesh->num_vertices = LittleLong(pinmesh->num_vertices);
                mesh->num_triangles = LittleLong(pinmesh->num_triangles);
                mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
-               mesh->data_elements = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
-               mesh->data_neighbors = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
-               mesh->data_texcoords = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[4]));
-               mesh->data_vertices = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * mesh->num_frames * sizeof(aliasvertex_t));
+               mesh->data_element3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+               mesh->data_neighbor3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+               mesh->data_texcoord2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+               mesh->data_morphvertex3f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * mesh->num_morphframes * sizeof(float[3]));
                for (j = 0;j < mesh->num_triangles * 3;j++)
-                       mesh->data_elements[j] = LittleLong(((int *)((qbyte *)pinmesh + pinmesh->lump_elements))[j]);
+                       mesh->data_element3i[j] = LittleLong(((int *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
                for (j = 0;j < mesh->num_vertices;j++)
                {
-                       mesh->data_texcoords[j * 4 + 0] = LittleLong(((float *)((qbyte *)pinmesh + pinmesh->lump_texcoords))[j * 2 + 0]);
-                       mesh->data_texcoords[j * 4 + 1] = LittleLong(((float *)((qbyte *)pinmesh + pinmesh->lump_texcoords))[j * 2 + 1]);
+                       mesh->data_texcoord2f[j * 2 + 0] = LittleFloat(((float *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
+                       mesh->data_texcoord2f[j * 2 + 1] = LittleFloat(((float *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]);
                }
-               for (j = 0;j < mesh->num_vertices * mesh->num_frames;j++)
+               for (j = 0;j < mesh->num_vertices * mesh->num_morphframes;j++)
                {
-                       mesh->data_vertices[j].origin[0] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 0]) * (1.0f / 64.0f);
-                       mesh->data_vertices[j].origin[1] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 1]) * (1.0f / 64.0f);
-                       mesh->data_vertices[j].origin[2] = LittleShort(((short *)((qbyte *)pinmesh + pinmesh->lump_framevertices))[j * 4 + 2]) * (1.0f / 64.0f);
+                       mesh->data_morphvertex3f[j * 3 + 0] = LittleShort(((short *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 0]) * (1.0f / 64.0f);
+                       mesh->data_morphvertex3f[j * 3 + 1] = LittleShort(((short *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 1]) * (1.0f / 64.0f);
+                       mesh->data_morphvertex3f[j * 3 + 2] = LittleShort(((short *)((qbyte *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 2]) * (1.0f / 64.0f);
                }
-               vertexbuffer = Mem_Alloc(tempmempool, mesh->num_vertices * sizeof(float[4]) * 4);
-               svectorsbuffer = vertexbuffer + mesh->num_vertices * 4;
-               tvectorsbuffer = svectorsbuffer + mesh->num_vertices * 4;
-               normalsbuffer = tvectorsbuffer + mesh->num_vertices * 4;
-               for (j = 0;j < mesh->num_frames;j++)
-                       Mod_BuildAliasVertexTextureVectors(mesh->num_vertices, mesh->data_vertices + j * mesh->num_vertices, mesh->data_texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer, mesh->num_triangles, mesh->data_elements);
-               Mem_Free(vertexbuffer);
 
-               memset(&tempskinframe, 0, sizeof(tempskinframe));
-               if (LittleLong(pinmesh->num_shaders) >= 1 && ((md3shader_t *)((qbyte *) pinmesh + pinmesh->lump_shaders))->name[0])
-                       Mod_LoadSkinFrame (&tempskinframe, ((md3shader_t *)((qbyte *) pinmesh + pinmesh->lump_shaders))->name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE, true, false, true);
-               Mod_ValidateElements(mesh->data_elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
-               Mod_BuildTriangleNeighbors(mesh->data_neighbors, mesh->data_elements, mesh->num_triangles);
-               Mod_BuildAliasSkinFromSkinFrame(mesh->data_skins, &tempskinframe);
+               Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+               Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+               Mod_Alias_Mesh_CompileFrameZero(mesh);
+
+               if (LittleLong(pinmesh->num_shaders) >= 1)
+                       Mod_BuildAliasSkinsFromSkinFiles(mesh->data_skins, skinfiles, pinmesh->name, ((md3shader_t *)((qbyte *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name);
+               else
+                       for (j = 0;j < mesh->num_skins;j++)
+                               Mod_BuildAliasSkinFromSkinFrame(mesh->data_skins + j, NULL);
        }
        Mod_CalcAliasModelBBoxes();
+       Mod_FreeSkinFiles(skinfiles);
 }
 
-extern void R_Model_Zymotic_DrawSky(entity_render_t *ent);
-extern void R_Model_Zymotic_Draw(entity_render_t *ent);
-extern void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent);
-extern void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
-void Mod_LoadZymoticModel(model_t *mod, void *buffer)
+void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer)
 {
        zymtype1header_t *pinmodel, *pheader;
        qbyte *pbase;
+       int i, j, k, l, numposes, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements, *remapvertices;
+       float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f;
+       zymvertex_t *verts, *vertdata;
+       zymscene_t *scene;
+       zymbone_t *bone;
+       char *shadername;
+       skinfile_t *skinfiles;
+       aliasmesh_t *mesh;
 
        pinmodel = (void *)buffer;
        pbase = buffer;
        if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
-               Host_Error ("Mod_LoadZymoticModel: %s is not a zymotic model\n");
+               Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model\n");
        if (BigLong(pinmodel->type) != 1)
-               Host_Error ("Mod_LoadZymoticModel: only type 1 (skeletal pose) models are currently supported (name = %s)\n", loadmodel->name);
+               Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)\n", loadmodel->name);
 
        loadmodel->type = mod_alias;
-       loadmodel->aliastype = ALIASTYPE_ZYM;
        loadmodel->DrawSky = NULL;
-       loadmodel->Draw = R_Model_Zymotic_Draw;
-       loadmodel->DrawFakeShadow = NULL;//R_Model_Zymotic_DrawFakeShadow;
-       loadmodel->DrawShadowVolume = NULL;//R_Model_Zymotic_DrawShadowVolume;
-       loadmodel->DrawLight = NULL;//R_Model_Zymotic_DrawLight;
+       loadmodel->Draw = R_Model_Alias_Draw;
+       loadmodel->DrawShadowVolume = R_Model_Alias_DrawShadowVolume;
+       loadmodel->DrawLight = R_Model_Alias_DrawLight;
+       //loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox; // FIXME: implement collisions
+       loadmodel->flags = 0; // there are no flags on zym models
+       loadmodel->synctype = ST_RAND;
 
        // byteswap header
        pheader = pinmodel;
@@ -913,11 +1094,11 @@ void Mod_LoadZymoticModel(model_t *mod, void *buffer)
        pheader->maxs[1] = BigFloat(pinmodel->maxs[1]);
        pheader->maxs[2] = BigFloat(pinmodel->maxs[2]);
        pheader->radius = BigFloat(pinmodel->radius);
-       pheader->numverts = loadmodel->zymnum_verts = BigLong(pinmodel->numverts);
-       pheader->numtris = loadmodel->zymnum_tris = BigLong(pinmodel->numtris);
-       pheader->numshaders = loadmodel->zymnum_shaders = BigLong(pinmodel->numshaders);
-       pheader->numbones = loadmodel->zymnum_bones = BigLong(pinmodel->numbones);
-       pheader->numscenes = loadmodel->zymnum_scenes = BigLong(pinmodel->numscenes);
+       pheader->numverts = BigLong(pinmodel->numverts);
+       pheader->numtris = BigLong(pinmodel->numtris);
+       pheader->numshaders = BigLong(pinmodel->numshaders);
+       pheader->numbones = BigLong(pinmodel->numbones);
+       pheader->numscenes = BigLong(pinmodel->numscenes);
        pheader->lump_scenes.start = BigLong(pinmodel->lump_scenes.start);
        pheader->lump_scenes.length = BigLong(pinmodel->lump_scenes.length);
        pheader->lump_poses.start = BigLong(pinmodel->lump_poses.start);
@@ -937,188 +1118,215 @@ void Mod_LoadZymoticModel(model_t *mod, void *buffer)
        pheader->lump_trizone.start = BigLong(pinmodel->lump_trizone.start);
        pheader->lump_trizone.length = BigLong(pinmodel->lump_trizone.length);
 
-       loadmodel->flags = 0; // there are no flags
        loadmodel->numframes = pheader->numscenes;
-       loadmodel->synctype = ST_SYNC;
-       //loadmodel->numtris = pheader->numtris;
-       //loadmodel->numverts = 0;
+       loadmodel->alias.aliasnum_meshes = pheader->numshaders;
+
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
 
+       // make skinscenes for the skins (no groups)
+       loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
        {
-               unsigned int i;
-               float modelradius, corner[2];
-               // model bbox
-               modelradius = pheader->radius;
-               for (i = 0;i < 3;i++)
-               {
-                       loadmodel->normalmins[i] = pheader->mins[i];
-                       loadmodel->normalmaxs[i] = pheader->maxs[i];
-                       loadmodel->rotatedmins[i] = -modelradius;
-                       loadmodel->rotatedmaxs[i] = modelradius;
-               }
-               corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
-               corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
-               loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
-               if (loadmodel->yawmaxs[0] > modelradius)
-                       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius;
-               loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0];
-               loadmodel->yawmins[2] = loadmodel->normalmins[2];
-               loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
-               loadmodel->radius = modelradius;
-               loadmodel->radius2 = modelradius * modelradius;
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
        }
 
+       // model bbox
+       modelradius = pheader->radius;
+       for (i = 0;i < 3;i++)
        {
-               // FIXME: add shaders, and make them switchable shader sets and...
-               loadmodel->skinscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) + sizeof(skinframe_t));
-               loadmodel->skinscenes[0].firstframe = 0;
-               loadmodel->skinscenes[0].framecount = 1;
-               loadmodel->skinscenes[0].loop = true;
-               loadmodel->skinscenes[0].framerate = 10;
-               loadmodel->skinframes = (void *)(loadmodel->skinscenes + 1);
-               loadmodel->numskins = 1;
+               loadmodel->normalmins[i] = pheader->mins[i];
+               loadmodel->normalmaxs[i] = pheader->maxs[i];
+               loadmodel->rotatedmins[i] = -modelradius;
+               loadmodel->rotatedmaxs[i] = modelradius;
        }
+       corner[0] = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
+       corner[1] = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
+       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
+       if (loadmodel->yawmaxs[0] > modelradius)
+               loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = modelradius;
+       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -loadmodel->yawmaxs[0];
+       loadmodel->yawmins[2] = loadmodel->normalmins[2];
+       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+       loadmodel->radius = modelradius;
+       loadmodel->radius2 = modelradius * modelradius;
 
        // go through the lumps, swapping things
 
+       //zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
+       loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
+       scene = (void *) (pheader->lump_scenes.start + pbase);
+       numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]);
+       for (i = 0;i < pheader->numscenes;i++)
        {
-               int i, numposes;
-               zymscene_t *scene;
-       //      zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
-               loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
-               scene = (void *) (pheader->lump_scenes.start + pbase);
-               numposes = pheader->lump_poses.length / pheader->numbones / sizeof(float[3][4]);
-               for (i = 0;i < pheader->numscenes;i++)
-               {
-                       memcpy(loadmodel->animscenes[i].name, scene->name, 32);
-                       loadmodel->animscenes[i].firstframe = BigLong(scene->start);
-                       loadmodel->animscenes[i].framecount = BigLong(scene->length);
-                       loadmodel->animscenes[i].framerate = BigFloat(scene->framerate);
-                       loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0;
-                       if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes)
-                               Host_Error("Mod_LoadZymoticModel: scene firstframe (%i) >= numposes (%i)\n", loadmodel->animscenes[i].firstframe, numposes);
-                       if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes)
-                               Host_Error("Mod_LoadZymoticModel: scene firstframe (%i) + framecount (%i) >= numposes (%i)\n", loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes);
-                       if (loadmodel->animscenes[i].framerate < 0)
-                               Host_Error("Mod_LoadZymoticModel: scene framerate (%f) < 0\n", loadmodel->animscenes[i].framerate);
-                       scene++;
-               }
+               memcpy(loadmodel->animscenes[i].name, scene->name, 32);
+               loadmodel->animscenes[i].firstframe = BigLong(scene->start);
+               loadmodel->animscenes[i].framecount = BigLong(scene->length);
+               loadmodel->animscenes[i].framerate = BigFloat(scene->framerate);
+               loadmodel->animscenes[i].loop = (BigLong(scene->flags) & ZYMSCENEFLAG_NOLOOP) == 0;
+               if ((unsigned int) loadmodel->animscenes[i].firstframe >= (unsigned int) numposes)
+                       Host_Error("%s scene->firstframe (%i) >= numposes (%i)\n", loadmodel->name, loadmodel->animscenes[i].firstframe, numposes);
+               if ((unsigned int) loadmodel->animscenes[i].firstframe + (unsigned int) loadmodel->animscenes[i].framecount > (unsigned int) numposes)
+                       Host_Error("%s scene->firstframe (%i) + framecount (%i) >= numposes (%i)\n", loadmodel->name, loadmodel->animscenes[i].firstframe, loadmodel->animscenes[i].framecount, numposes);
+               if (loadmodel->animscenes[i].framerate < 0)
+                       Host_Error("%s scene->framerate (%f) < 0\n", loadmodel->name, loadmodel->animscenes[i].framerate);
+               scene++;
        }
 
+       //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
+       loadmodel->alias.aliasnum_poses = pheader->lump_poses.length / sizeof(float[3][4]);
+       loadmodel->alias.aliasdata_poses = Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length);
+       poses = (void *) (pheader->lump_poses.start + pbase);
+       for (i = 0;i < pheader->lump_poses.length / 4;i++)
+               loadmodel->alias.aliasdata_poses[i] = BigFloat(poses[i]);
+
+       //zymlump_t lump_bones; // zymbone_t bone[numbones];
+       loadmodel->alias.aliasnum_bones = pheader->numbones;
+       loadmodel->alias.aliasdata_bones = Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(aliasbone_t));
+       bone = (void *) (pheader->lump_bones.start + pbase);
+       for (i = 0;i < pheader->numbones;i++)
        {
-               int i;
-               float *poses;
-       //      zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
-               loadmodel->zymdata_poses = Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length);
-               poses = (void *) (pheader->lump_poses.start + pbase);
-               for (i = 0;i < pheader->lump_poses.length / 4;i++)
-                       loadmodel->zymdata_poses[i] = BigFloat(poses[i]);
+               memcpy(loadmodel->alias.aliasdata_bones[i].name, bone[i].name, sizeof(bone[i].name));
+               loadmodel->alias.aliasdata_bones[i].flags = BigLong(bone[i].flags);
+               loadmodel->alias.aliasdata_bones[i].parent = BigLong(bone[i].parent);
+               if (loadmodel->alias.aliasdata_bones[i].parent >= i)
+                       Host_Error("%s bone[%i].parent >= %i\n", loadmodel->name, i, i);
        }
 
+       //zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
+       vertbonecounts = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
+       bonecount = (void *) (pheader->lump_vertbonecounts.start + pbase);
+       for (i = 0;i < pheader->numverts;i++)
        {
-               int i;
-               zymbone_t *bone;
-       //      zymlump_t lump_bones; // zymbone_t bone[numbones];
-               loadmodel->zymdata_bones = Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(zymbone_t));
-               bone = (void *) (pheader->lump_bones.start + pbase);
-               for (i = 0;i < pheader->numbones;i++)
-               {
-                       memcpy(loadmodel->zymdata_bones[i].name, bone[i].name, sizeof(bone[i].name));
-                       loadmodel->zymdata_bones[i].flags = BigLong(bone[i].flags);
-                       loadmodel->zymdata_bones[i].parent = BigLong(bone[i].parent);
-                       if (loadmodel->zymdata_bones[i].parent >= i)
-                               Host_Error("Mod_LoadZymoticModel: bone[%i].parent >= %i in %s\n", i, i, loadmodel->name);
-               }
+               vertbonecounts[i] = BigLong(bonecount[i]);
+               if (vertbonecounts[i] < 1)
+                       Host_Error("%s bonecount[%i] < 1\n", loadmodel->name, i);
        }
 
+       //zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
+       verts = Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
+       vertdata = (void *) (pheader->lump_verts.start + pbase);
+       for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++)
        {
-               int i, *bonecount;
-       //      zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
-               loadmodel->zymdata_vertbonecounts = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
-               bonecount = (void *) (pheader->lump_vertbonecounts.start + pbase);
-               for (i = 0;i < pheader->numverts;i++)
-               {
-                       loadmodel->zymdata_vertbonecounts[i] = BigLong(bonecount[i]);
-                       if (loadmodel->zymdata_vertbonecounts[i] < 1)
-                               Host_Error("Mod_LoadZymoticModel: bone vertex count < 1 in %s\n", loadmodel->name);
-               }
+               verts[i].bonenum = BigLong(vertdata[i].bonenum);
+               verts[i].origin[0] = BigFloat(vertdata[i].origin[0]);
+               verts[i].origin[1] = BigFloat(vertdata[i].origin[1]);
+               verts[i].origin[2] = BigFloat(vertdata[i].origin[2]);
        }
 
+       //zymlump_t lump_texcoords; // float texcoords[numvertices][2];
+       outtexcoord2f = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[2]));
+       intexcoord2f = (void *) (pheader->lump_texcoords.start + pbase);
+       for (i = 0;i < pheader->numverts;i++)
        {
-               int i;
-               zymvertex_t *vertdata;
-       //      zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
-               loadmodel->zymdata_verts = Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
-               vertdata = (void *) (pheader->lump_verts.start + pbase);
-               for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++)
-               {
-                       loadmodel->zymdata_verts[i].bonenum = BigLong(vertdata[i].bonenum);
-                       loadmodel->zymdata_verts[i].origin[0] = BigFloat(vertdata[i].origin[0]);
-                       loadmodel->zymdata_verts[i].origin[1] = BigFloat(vertdata[i].origin[1]);
-                       loadmodel->zymdata_verts[i].origin[2] = BigFloat(vertdata[i].origin[2]);
-               }
+               outtexcoord2f[i*2+0] = BigFloat(intexcoord2f[i*2+0]);
+               // flip T coordinate for OpenGL
+               outtexcoord2f[i*2+1] = 1 - BigFloat(intexcoord2f[i*2+1]);
        }
 
+       //zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
+       //loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
+       //memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
+
+       loadmodel->alias.aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->alias.aliasnum_meshes * sizeof(aliasmesh_t));
+
+       //zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
+       //zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
+       // byteswap, validate, and swap winding order of tris
+       count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]);
+       if (pheader->lump_render.length != count)
+               Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)\n", loadmodel->name, pheader->lump_render.length, count);
+       renderlist = (void *) (pheader->lump_render.start + pbase);
+       renderlistend = (void *) ((qbyte *) renderlist + pheader->lump_render.length);
+       for (i = 0;i < loadmodel->alias.aliasnum_meshes;i++)
        {
-               int i;
-               float *intexcoord, *outtexcoord;
-       //      zymlump_t lump_texcoords; // float texcoords[numvertices][2];
-               loadmodel->zymdata_texcoords = outtexcoord = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[4]));
-               intexcoord = (void *) (pheader->lump_texcoords.start + pbase);
-               for (i = 0;i < pheader->numverts;i++)
+               if (renderlist >= renderlistend)
+                       Host_Error("%s corrupt renderlist (wrong size)\n", loadmodel->name);
+               count = BigLong(*renderlist);renderlist++;
+               if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
+                       Host_Error("%s corrupt renderlist (wrong size)\n", loadmodel->name);
+               mesh = loadmodel->alias.aliasdata_meshes + i;
+               mesh->num_skins = loadmodel->numskins;
+               mesh->num_triangles = count;
+               mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
+               mesh->data_element3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+               mesh->data_neighbor3i = Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
+               outelements = mesh->data_element3i;
+               for (j = 0;j < mesh->num_triangles;j++)
                {
-                       outtexcoord[i*4+0] = BigFloat(intexcoord[i*2+0]);
-                       // flip T coordinate for OpenGL
-                       outtexcoord[i*4+1] = 1 - BigFloat(intexcoord[i*2+1]);
+                       outelements[2] = BigLong(renderlist[0]);
+                       outelements[1] = BigLong(renderlist[1]);
+                       outelements[0] = BigLong(renderlist[2]);
+                       if ((unsigned int)outelements[0] >= (unsigned int)pheader->numverts
+                        || (unsigned int)outelements[1] >= (unsigned int)pheader->numverts
+                        || (unsigned int)outelements[2] >= (unsigned int)pheader->numverts)
+                               Host_Error("%s corrupt renderlist (out of bounds index)\n", loadmodel->name);
+                       renderlist += 3;
+                       outelements += 3;
                }
-       }
-
-       {
-               int i, count, *renderlist, *renderlistend, *outrenderlist;
-       //      zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
-               loadmodel->zymdata_renderlist = Mem_Alloc(loadmodel->mempool, pheader->lump_render.length);
-               // byteswap, validate, and swap winding order of tris
-               count = pheader->numshaders * sizeof(int) + pheader->numtris * sizeof(int[3]);
-               if (pheader->lump_render.length != count)
-                       Host_Error("Mod_LoadZymoticModel: renderlist is wrong size in %s (is %i bytes, should be %i bytes)\n", loadmodel->name, pheader->lump_render.length, count);
-               outrenderlist = loadmodel->zymdata_renderlist = Mem_Alloc(loadmodel->mempool, count);
-               renderlist = (void *) (pheader->lump_render.start + pbase);
-               renderlistend = (void *) ((qbyte *) renderlist + pheader->lump_render.length);
-               for (i = 0;i < pheader->numshaders;i++)
+               remapvertices = Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
+               mesh->num_vertices = Mod_BuildVertexRemapTableFromElements(mesh->num_triangles * 3, mesh->data_element3i, pheader->numverts, remapvertices);
+               for (j = 0;j < mesh->num_triangles * 3;j++)
+                       mesh->data_element3i[j] = remapvertices[mesh->data_element3i[j]];
+               Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+               mesh->data_texcoord2f = Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+               for (j = 0;j < pheader->numverts;j++)
                {
-                       if (renderlist >= renderlistend)
-                               Host_Error("Mod_LoadZymoticModel: corrupt renderlist in %s (wrong size)\n", loadmodel->name);
-                       count = BigLong(*renderlist);renderlist++;
-                       if (renderlist + count * 3 > renderlistend)
-                               Host_Error("Mod_LoadZymoticModel: corrupt renderlist in %s (wrong size)\n", loadmodel->name);
-                       *outrenderlist++ = count;
-                       while (count--)
+                       if (remapvertices[j] >= 0)
                        {
-                               outrenderlist[2] = BigLong(renderlist[0]);
-                               outrenderlist[1] = BigLong(renderlist[1]);
-                               outrenderlist[0] = BigLong(renderlist[2]);
-                               if ((unsigned int)outrenderlist[0] >= (unsigned int)pheader->numverts
-                                || (unsigned int)outrenderlist[1] >= (unsigned int)pheader->numverts
-                                || (unsigned int)outrenderlist[2] >= (unsigned int)pheader->numverts)
-                                       Host_Error("Mod_LoadZymoticModel: corrupt renderlist in %s (out of bounds index)\n", loadmodel->name);
-                               renderlist += 3;
-                               outrenderlist += 3;
+                               mesh->data_texcoord2f[remapvertices[j]*2+0] = outtexcoord2f[j*2+0];
+                               mesh->data_texcoord2f[remapvertices[j]*2+1] = outtexcoord2f[j*2+1];
+                       }
+               }
+               mesh->num_vertexboneweights = 0;
+               for (j = 0;j < mesh->num_vertices;j++)
+                       if (remapvertices[j] >= 0)
+                               mesh->num_vertexboneweights += vertbonecounts[remapvertices[j]];
+               mesh->data_vertexboneweights = Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(aliasvertexboneweight_t));
+               mesh->num_vertexboneweights = 0;
+               // note this vertexboneweight ordering requires that the remapvertices array is sequential numbers (separated by -1 values for omitted vertices)
+               l = 0;
+               for (j = 0;j < mesh->num_vertices;j++)
+               {
+                       if (remapvertices[j] < 0)
+                       {
+                               l += vertbonecounts[j];
+                               continue;
+                       }
+                       for (k = 0;k < vertbonecounts[j];k++)
+                       {
+                               // this format really should have had a per vertexweight weight value...
+                               mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = remapvertices[j];
+                               mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = verts[l].bonenum;
+                               mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = 1.0f / vertbonecounts[j];
+                               mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = verts[l].origin[0] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
+                               mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = verts[l].origin[1] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
+                               mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = verts[l].origin[2] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
+                               mesh->num_vertexboneweights++;
+                               l++;
                        }
                }
-       }
 
-       {
-               int i;
-               char *shadername;
-       //      zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
-               loadmodel->zymdata_textures = Mem_Alloc(loadmodel->mempool, pheader->numshaders * sizeof(rtexture_t *));
-               shadername = (void *) (pheader->lump_shaders.start + pbase);
-               for (i = 0;i < pheader->numshaders;i++)
-                       loadmodel->zymdata_textures[i] = loadtextureimage(loadmodel->texturepool, shadername + i * 32, 0, 0, true, TEXF_ALPHA | TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0));
-       }
+               Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+               Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+               Mod_Alias_Mesh_CompileFrameZero(mesh);
 
-       {
-       //      zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
-               loadmodel->zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
-               memcpy(loadmodel->zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
+               // 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(mesh->data_skins, skinfiles, shadername, shadername);
+               else
+                       for (j = 0;j < mesh->num_skins;j++)
+                               Mod_BuildAliasSkinFromSkinFrame(mesh->data_skins + j, NULL);
        }
+
+       Mem_Free(vertbonecounts);
+       Mem_Free(verts);
+       Mem_Free(outtexcoord2f);
 }
+