The majority of trem models have too many vertices (points where edges connect). Some have even what seems like double, or worse. I'm betting this is what could be causing some performance issues with Trem.
To find out what I mean:
Get Blender 2.49b
Get
http://johnny3d.promail.ca/blendermd3.zip to import/export md3 files. Extract the files to the .blender/scripts/ folder.
Now you'll have to use a pk3 extractor like Pakscape on windows, something else if on Linux.
I suggest pulling out the md3s from the model/buildables or /players/human_base folders and putting them into the .blender folder.
Open up Blender. Right click the square (it's actually a cube looking down from the top), and hit the delete key and click delete. Same with the light (the circle to the upper right) and the camera (pyramid in the lower right, you may have to zoom out with numpad - to see it)
File, import, Quake3 (.md3), and it starts in the .blender folder, so if you put your files right there, open one. For the turret or human, you need to start with the base, then the middle, then the highest
You'll have to zoom out with numpad -. The numpad controls the camera in Blender.
Nothing should be selected, if it is hitting the a key twice should fix it (select all, deselect all). Now right click the model once, hit tab to toggle object/edit mode, then hit a.
Now if you hit w, and left click on remove vertices, it'll remove a LOT of them. Removing vertices from the human legs removes 91 extra vertices. Just the human torso removed 101 duplicates. Battery pack removed like 10, and armor removed a whopping 34, which was likely one or two entire duplicates.
Another way to see the duplicate vertices, is start grabbing at them by holding right click in edit mode, and then moving them around (you can release right click after they start moving).
If you've grabbed a bad vertex, it may be only connected by ONE LINE to an important vertex, or it may move a face, but the face actually has edges that don't connect. (This is a little complicated to explain. If you took two same size triangles, and overlapped one of the edges, that's different than making a diamond and cutting across it. In the previous case, moving one of the vertices of the triangle wouldn't change the other triangle, 6 vertices that aren't completely connected, while with a diamond with a line across it, only 4 vertices would make the whole shape change if you moved one vertex. The latter, diamond way, is more beneficial for models, as it prevents light issues and visible "surface decoupling" from happening, as well as simpler.)
Note, I can't seem to export the models back to Blender (out of place, no textures, no animations), but they'll load in other MD3 games, like Sauerbraten. Does Trem use some sort of horrible bastardization of the md3 format?