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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Posted: Fri Apr 27, 2007 3:44 am Post subject: |
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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 _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Fri Apr 27, 2007 4:39 am Post subject: |
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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! _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Apr 27, 2007 7:49 am Post subject: |
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I don't expect it to die, it's just a lot of polies  _________________ Look out for Twigboy |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Fri Apr 27, 2007 4:29 pm Post subject: |
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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 Posts: 80
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Posted: Sat Apr 28, 2007 12:39 am Post subject: |
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Scutum
Feedback please. |
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Chillo

Joined: 05 Nov 2004 Posts: 80
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Posted: Sat Apr 28, 2007 4:33 am Post subject: |
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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
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Posted: Sat Apr 28, 2007 7:02 pm Post subject: |
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Sajt wrote: | Nothing's going to die even in DOS Quake unless it's like 3000 polies.
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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 Posts: 122
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Posted: Sat Apr 28, 2007 7:47 pm Post subject: |
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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 Posts: 80
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Posted: Sun Apr 29, 2007 7:49 am Post subject: |
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CROSSBOW!!!!!
NEEDS WORK?!
100% original!!!! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Tue May 01, 2007 3:36 pm Post subject: |
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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? _________________ Look out for Twigboy |
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Chillo

Joined: 05 Nov 2004 Posts: 80
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Posted: Tue May 01, 2007 5:24 pm Post subject: |
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I'm working on a dragon.
I just have the head so far. |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Wed May 02, 2007 3:46 pm Post subject: |
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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. _________________ Apathy Now! |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Wed May 02, 2007 10:04 pm Post subject: |
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fem.mdl also. |
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