That 4096 triangle limit applies to Quake II. Blitz3D can handle more than that, I guess.
MD2 uses vertex morphing for animation, so there are more opportunities for vertex animation than in the other formats. (3d-Pacman/Waterdrops for example)
The most important limit imho is, that there aren't any surface-commands available for MD2(like LightMesh, UpdateNormals, Vertexcoords...).
MD2 uses vertex morphing for animation, so there are more opportunities for vertex animation than in the other formats. (3d-Pacman/Waterdrops for example)
The most important limit imho is, that there aren't any surface-commands available for MD2(like LightMesh, UpdateNormals, Vertexcoords...).