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Error
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Joined: 05 Nov 2004
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Location: VA, USA

PostPosted: Fri Apr 27, 2007 3:44 am    Post subject: Reply with quote

nice skin for my model Chillo. the only hat tilting is from me.

keep up the good work man. also, I can model some things if you were looking for a partner or some such
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Fri Apr 27, 2007 4:39 am    Post subject: Reply with quote

Don't listen to them about the chain links, by the way. Nothing's going to die even in DOS Quake unless it's like 3000 polies.

BTW this thread is huge, keep it going!
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Urre



Joined: 05 Nov 2004
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PostPosted: Fri Apr 27, 2007 7:49 am    Post subject: Reply with quote

I don't expect it to die, it's just a lot of polies Razz
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Fri Apr 27, 2007 4:29 pm    Post subject: Reply with quote

I'm kinda sad to see you remaking models that were already perfectly fine while other things like the barrel debris, the scorpion monster, that god awful guy.mdl, the wizard model, etc all still exist as they were.
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Chillo



Joined: 05 Nov 2004
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PostPosted: Sat Apr 28, 2007 12:39 am    Post subject: Reply with quote



Scutum

Feedback please.
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Chillo



Joined: 05 Nov 2004
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PostPosted: Sat Apr 28, 2007 4:33 am    Post subject: Reply with quote

Error, if you want to help out with models, i am more than happy to have you on board
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TargetPractice



Joined: 30 Nov 2006
Posts: 17

PostPosted: Sat Apr 28, 2007 7:02 pm    Post subject: Reply with quote

Sajt wrote:
Nothing's going to die even in DOS Quake unless it's like 3000 polies.


Oh! Sorry about that; I thought Quake had such poor polycounts on the models because anything higher slowed the system to the speed of chilled molasses.
Nevermind.
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Preach



Joined: 25 Nov 2004
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PostPosted: Sat Apr 28, 2007 7:47 pm    Post subject: Reply with quote

TargetPractice wrote:

Oh! Sorry about that; I thought Quake had such poor polycounts on the models because anything higher slowed the system to the speed of chilled molasses.
Nevermind.


It would have done back in the days when people were playing on p75 processors, but hardware has come a long way. Most of the increased polygon counts in games is because the hardware they are played on is better than the system quake was targetted at, rather than the superior coding of modern games. For those that care, the limit on polygons for a Q1 model is 2048 per model. This is an engine side limit that can be raised quite a bit without having to change the mdl format, which is why QMe etc will save models with more polys than that. There's also a limit of vertices, which is 2048 in every engine except stock GLQuake, where for some reason it was halved to 1024. Even the released GLQuake source code has this reverted, so all custom engines should support 2048.


Last edited by Preach on Sun Apr 29, 2007 9:33 am; edited 1 time in total
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Chillo



Joined: 05 Nov 2004
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PostPosted: Sun Apr 29, 2007 7:49 am    Post subject: Reply with quote



CROSSBOW!!!!!

NEEDS WORK?!

100% original!!!!
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue May 01, 2007 3:36 pm    Post subject: Reply with quote

Are you implying that some of the other things are not 100% original?! :O </cheapy>

Cool stuff man! You gonna do the models frik also pointed out?
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Chillo



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PostPosted: Tue May 01, 2007 5:24 pm    Post subject: Reply with quote



I'm working on a dragon.

I just have the head so far.
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Error
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PostPosted: Wed May 02, 2007 5:14 am    Post subject: Reply with quote

really like the shield.

good start on the dragon also
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Error
Inside3D Staff


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PostPosted: Wed May 02, 2007 5:17 am    Post subject: Reply with quote

I think I'm going to start working on all the unique/rare items in Prydon
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed May 02, 2007 3:46 pm    Post subject: Reply with quote

I think guy.mdl is one of the most important models to be replaced. It is just so shoddy compared to the new (or even old) human models.
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FrikaC
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PostPosted: Wed May 02, 2007 10:04 pm    Post subject: Reply with quote

fem.mdl also.
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