by Spike » Sat Jun 27, 2015 5:07 pm
I had a look at QuakeForge, the 4-byte ident is different, the version is not. the vertex data is doubled-up, with the first set being the high-order data, with the second set being low-order data.
you can should be able to load these by just recognising the header, and skipping over the extra data (just double the vertex count for purposes of on-disk frame size).
the extra data is 'optional' data, in that its all 0, nothing else changes. there's also some extra nomalindex stuff in that data, which should be considered padding.
I've not actually tested this of course as I'm too lazy to figure out how to use the various tools, but it looks fairly simple to load these (actually using the data might be a little more complex if you're making a software renderer, but it should be somewhat easy in gl - especially if you already handle mdl+md2+md3 in a generic way).
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