@xyle
I use Blender. I dont know if there is a problem with Blitz in it's handling of .md2 or whether its a problem inheritant to the format but you will get flickering if you use lights on the model (I think it's a combination of limits of the format and Blitz's lights).
I don't use lights, I use full bright and no lighting with all the detail and ambient occlusion baked into the textures.
You can minimise the flickering to almost nothing by changing the light type. I can't remember which one works best but I think it might be point (type 2). But for best results dont light it at all.
Remember the md2 format is for very low poly models best viewed at a distance anyway. The format doesn't have the same precision as other formats so you get the flickering caused by a face switching from shadow to non shadow at certain locations particularly where the angle between faces is particularly accute. If you want the best model you'll need to tweak the faces that are giving the most trouble (add faces etc to round the angles a bit).
If you look at the Gargoyle sample you'll see the shadow switch flicker on the head as it's quite a sharp angle. Use that model to see what light type is best, but my advice, full bright.
HTH
I use Blender. I dont know if there is a problem with Blitz in it's handling of .md2 or whether its a problem inheritant to the format but you will get flickering if you use lights on the model (I think it's a combination of limits of the format and Blitz's lights).
I don't use lights, I use full bright and no lighting with all the detail and ambient occlusion baked into the textures.
You can minimise the flickering to almost nothing by changing the light type. I can't remember which one works best but I think it might be point (type 2). But for best results dont light it at all.
Remember the md2 format is for very low poly models best viewed at a distance anyway. The format doesn't have the same precision as other formats so you get the flickering caused by a face switching from shadow to non shadow at certain locations particularly where the angle between faces is particularly accute. If you want the best model you'll need to tweak the faces that are giving the most trouble (add faces etc to round the angles a bit).
If you look at the Gargoyle sample you'll see the shadow switch flicker on the head as it's quite a sharp angle. Use that model to see what light type is best, but my advice, full bright.
HTH