Tremulous Forum
Media => Modeling Center => Topic started by: kingo64 on June 20, 2007, 09:17:10 am
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I made some higher poly models but I get this error below whenever I want to use the models. It says that they execced the limit! Is there any way to raise the limit to use what ever poly count I want?? :evil:
(http://img201.imageshack.us/img201/9287/errorcm7.png) (http://imageshack.us)
(http://img529.imageshack.us/img529/1886/milkshape3dmodelpolypj4.png) (http://imageshack.us)
Please reply ASAP!
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Quake 3 isn't made for high poly models. Most games aren't, because CPUs/GPUs can't handle that much load. Thats why people invented things like bump mapping.
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make it 1000polys. ^-^
xD
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the limit is hardcoded engine-side, so you would have to recompile the engine. look for SHADER_MAX_VERTEXES in qcommon/qfiles.h
or make it 1000 polys.
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you can get rid of this limit by dividing the model to objects that are less than 1000 vertices then you may also need to edit the skin file
but wth 2500 poly for a tiny dretch model
that is to much for any game (they give the feeling of hi-poly models with normal maps)
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Quake 3 isn't made for high poly models. Most games aren't, because CPUs/GPUs can't handle that much load. Thats why people invented things like bump mapping.
yeah but 1000 verts is way too small of a limit, quake and quake2 had higher limits
higher polygons and such are more efficient if a skeletal format like md4 is used.
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so up it then.
cyrri already told you how.
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the 500 one actually looks the same if not better than the high poly one...
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HEY MILKSHAPE IS THE BSET IT MAKE HIGH DETAIL MODELS THAN 3dSMAX blender ETC
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So, lets see:
* Your model is 5 times slower to render.
* Your model looks exactly the same if not worse.
Try again.
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Okay, I can't be bothered recompiling the engine so if someone wants to do that thats fine. All I want to do is be able to use MY MODELS!! And anyway computers are better now if it takes 5 times longer to render thats 0.1 secends of my life wasted.
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yep. 0.1 seconds a frame. per dretch.
enjoy your frame rate.
also, you can't use your models on pure servers.
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Okay, I can't be bothered recompiling the engine so if someone wants to do that thats fine. All I want to do is be able to use MY MODELS!! And anyway computers are better now if it takes 5 times longer to render thats 0.1 secends of my life wasted.
But you can't be bothered reducing the poly for your models?
High poly does not automatically mean good quality. The Quake 3 engine is almost 10 years old. That's like giving an 80-year-old woman breast implants.
You don't make sense. Stop wasting your life asking for things you can easily do yourself. Or better yet, put your talent to work in professional 3D artwork. No game company wants extreme high-poly models in their games. It's extremely inefficient.
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Okay, I can't be bothered recompiling the engine so if someone wants to do that thats fine. All I want to do is be able to use MY MODELS!! And anyway computers are better now if it takes 5 times longer to render thats 0.1 secends of my life wasted.
But you can't be bothered reducing the poly for your models?
High poly does not automatically mean good quality. The Quake 3 engine is almost 10 years old. That's like giving an 80-year-old woman breast implants.
You don't make sense. Stop wasting your life asking for things you can easily do yourself. Or better yet, put your talent to work in professional 3D artwork. No game company wants extreme high-poly models in their games. It's extremely inefficient.
Many Quake mods have greatly improved the engine adding support for things like normal mapping, hdr, bloom, opengl 2, etc.
2 things on you model:
A: quads work better for catmull clark(or whatever smoothing operation you used)
B: You will need to probably completely remake the model and make a highpoly to render a normal map (generally in modern games we can be talking serveral mill poly and this is not just a ton smoothing, but real poly detail). Then make a low poly model and apply all the maps and shaders to it.
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No game company wants extreme high-poly models in their games. It's extremely inefficient.
Sadly nowadays high poly count seems to be more important than good gameplay. :(
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The Quake 3 engine is almost 10 years old.
Nothing wrong with that... Look what we've got out of it...
Tremulous
UrbanTerror
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Enemy Territory... True Combat: Elite...
Oh, and Quake 3...
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Well we already have good gameplay now all we need is high polys to see how much strain your computers can take :D