Author Topic: Higher Poly Tremulous  (Read 13618 times)

Firstinaction

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Higher Poly Tremulous
« on: July 26, 2010, 10:19:58 pm »
I thought about making a higher polyy tremulous. As in people and aliens. With blenders 3d power and if i can get some help with it. Then we can have a good awsome looking tremulous going on then a video If it gois good. like a preview of it. Just say you want to help me out with this project and wwe will talk then. This is just for practice if you do decide to help out.

Aelita

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Re: Higher Poly Tremulous
« Reply #1 on: July 26, 2010, 10:33:48 pm »
Attempting to comprehend this post has caused me much brain pain.

Firstinaction

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Re: Higher Poly Tremulous
« Reply #2 on: July 26, 2010, 10:34:46 pm »
ok thats you

mooseberry

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Re: Higher Poly Tremulous
« Reply #3 on: July 26, 2010, 10:45:51 pm »
Yeah, if I remember correctly, the only reason tremulous doesn't have super high poly models like crysis is because the devs were too lazy to make them, so make them as detailed as possible.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Firstinaction

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Re: Higher Poly Tremulous
« Reply #4 on: July 26, 2010, 11:15:32 pm »
Yea I will. If I was part of tremulous apart of the modeling or animation Id make tremulous better with animations and models. But I have tried joining but They I cant contact them. So this is just showing off my skill when Im done.

Thorn

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Re: Higher Poly Tremulous
« Reply #5 on: July 27, 2010, 01:35:25 am »
Coolio. So now not only are you working on a Tremulous movie or even perhaps Tremulous 2.0, you've added superfied stock trem to the list.

Kiwi

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Re: Higher Poly Tremulous
« Reply #6 on: July 27, 2010, 02:05:57 am »
Yea I will. If I was part of tremulous apart of the modeling or animation Id make tremulous better with animations and models. But I have tried joining but They I cant contact them. So this is just showing off my skill when Im done.
You don't have to be a dev to help work on models.  I'm sure that the devs and the whole tremulous community would be very thankful if you made higher poly tremulous models, so please do!

n.o.s.brain

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Re: Higher Poly Tremulous
« Reply #7 on: July 27, 2010, 02:30:16 am »
I'm not entirely sure, but I thought there was a 1024 vertex limit on any single .md3 piece. just putting that out there.

Firstinaction

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Re: Higher Poly Tremulous
« Reply #8 on: July 27, 2010, 02:38:12 am »
I'm not entirely sure, but I thought there was a 1024 vertex limit on any single .md3 piece. just putting that out there.
  Nahh I exported a 10,000 vert md3. gun into a game called assault cube.

KillerWhale

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Re: Higher Poly Tremulous
« Reply #9 on: July 27, 2010, 03:34:07 am »
Assault Cube runs on an entirely different engine.
Assault Cube runs on Cube engine, while Trem runs on ioq3.
I exported a 10,000 vert md3.
Why? I can't think of any good reason for a model to be 10,000 verts.


Also,
making a higher polyy tremulous.
Starting With Tremulous 2 Join me
Hi every one I am creating a movie that is baste on Tremulous.

Prove it.

Or, think about what you say for about 4 seconds before you post it.

Stannum

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Re: Higher Poly Tremulous
« Reply #10 on: July 27, 2010, 04:06:43 am »
I'm not entirely sure, but I thought there was a 1024 vertex limit on any single .md3 piece. just putting that out there.

Yeah, there is a 512 vertex limit per surface. Not sure if there is a surface limit.
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Crava_Loft

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Re: Higher Poly Tremulous
« Reply #11 on: July 27, 2010, 04:43:10 am »
[deleted]
« Last Edit: August 11, 2010, 12:39:16 pm by Crava_Loft »

gimhael

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Re: Higher Poly Tremulous
« Reply #12 on: July 27, 2010, 06:35:47 am »
the MD3 format supports this:

Code: [Select]
#define MD3_MAX_TRIANGLES   8192    // per surface
#define MD3_MAX_VERTS       4096    // per surface
#define MD3_MAX_SHADERS     256     // per surface
#define MD3_MAX_FRAMES      1024    // per model
#define MD3_MAX_SURFACES    32      // per model
#define MD3_MAX_TAGS        16      // per frame

but the renderer has lower limits:

Code: [Select]
// surface geometry should not exceed these limits
#define SHADER_MAX_VERTEXES 1000
#define SHADER_MAX_INDEXES  (6*SHADER_MAX_VERTEXES)

(But you can change it to a higher number and recompile the engine)

Firstinaction

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Re: Higher Poly Tremulous
« Reply #13 on: July 27, 2010, 10:11:24 am »
I have this so far. next too the alien next.

mooseberry

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Re: Higher Poly Tremulous
« Reply #14 on: July 27, 2010, 10:22:12 am »
ok you show me that in game and I will be impressed.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Crava_Loft

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Re: Higher Poly Tremulous
« Reply #15 on: July 27, 2010, 10:28:29 am »
[deleted]
« Last Edit: August 11, 2010, 12:44:41 pm by Crava_Loft »

CreatureofHell

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Re: Higher Poly Tremulous
« Reply #16 on: July 27, 2010, 10:32:12 am »
That human is extremely ugly.

That granger is extremely epic win.
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Gregstein

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Re: Higher Poly Tremulous
« Reply #17 on: July 27, 2010, 01:00:45 pm »
May i help you?
I have skills in Blender(modelling, rigging and animating, UV mapping and texturing) and Photoshop?
PM/give signal another way and I'm ready to go.
I'm not rude. This is heavy sarcasm.

SlackerLinux

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Re: Higher Poly Tremulous
« Reply #18 on: July 27, 2010, 02:19:41 pm »
That human is extremely ugly.

That granger is extremely epic win.
yes why does the human look like he is in a wetsuit(a very loose wetsuit) not what i would want the current models to be changed to

the granger is epic we soo need the devs to make grangers corpses turn into this after a bit
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nubcake

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Re: Higher Poly Tremulous
« Reply #19 on: July 27, 2010, 02:23:25 pm »
Considering models are one the most FPS draining things, im not sure how well high poly models would integrate into a real game

Gregstein

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Re: Higher Poly Tremulous
« Reply #20 on: July 27, 2010, 02:46:35 pm »
Nice human  ;D really
could you put him into something less loosy and shopw his face?
I'm not rude. This is heavy sarcasm.

gimhael

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Re: Higher Poly Tremulous
« Reply #21 on: July 27, 2010, 03:05:06 pm »
Considering models are one the most FPS draining things, im not sure how well high poly models would integrate into a real game

You could make lower poly models too for LOD.

Gregstein

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Re: Higher Poly Tremulous
« Reply #22 on: July 27, 2010, 03:49:50 pm »
Does tremulous support normal mapping?

If I can have Hi poly models and medium ones(not so many as Hi poly, but more then orginal) I could create those.
I'm not rude. This is heavy sarcasm.

superspirality

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Re: Higher Poly Tremulous
« Reply #23 on: July 27, 2010, 05:38:39 pm »

where is your god now!
That one is made by Iltavuo, credit his work! xD
Seems like a neat idea though I'm sure it will need more computing power.

Crava_Loft

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Re: Higher Poly Tremulous
« Reply #24 on: July 27, 2010, 07:13:39 pm »
[deleted]
« Last Edit: August 11, 2010, 12:44:48 pm by Crava_Loft »

Aelita

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Re: Higher Poly Tremulous
« Reply #25 on: July 27, 2010, 09:18:43 pm »
I have this so far. next too the alien next.

... what the fuck is that? Looks like some TF2 reject.

Crava_Loft

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Re: Higher Poly Tremulous
« Reply #26 on: July 27, 2010, 10:34:00 pm »
[deleted]
« Last Edit: August 11, 2010, 12:44:53 pm by Crava_Loft »

superspirality

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Re: Higher Poly Tremulous
« Reply #27 on: July 27, 2010, 10:42:17 pm »
check the image source it is karvajalka from satgnu
Huh. Iltavuo said that's his own work.
I presume it's the same person though. :)
Anyways, the human makes me lol.

Aviator

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Re: Higher Poly Tremulous
« Reply #28 on: July 27, 2010, 11:08:33 pm »
I have this so far. next too the alien next.

... what the fuck is that? Looks like some TF2 reject.
TF2 reject with a wetsuit.

Firstinaction

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Higher Poly Tremulous
« Reply #29 on: August 03, 2010, 04:58:06 am »
A new High poly charcter Im working on.      Feedback is much appreciated.