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Help! Won't allow high-poly!!

Started by kingo64, June 20, 2007, 09:17:10 AM

kingo64

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:





Please reply ASAP!

DASPRiD

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.

Plague Bringer

U R A Q T

cyrri

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.

.f0rqu3

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)

leilei

Quote from: DASPRiDQuake 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.

David

so up it then.
cyrri already told you how.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

n00b pl0x

the 500 one actually looks the same if not better than the high poly one...
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

leilei

HEY MILKSHAPE IS THE BSET IT MAKE HIGH DETAIL MODELS THAN 3dSMAX blender ETC

Risujin

So, lets see:
* Your model is 5 times slower to render.
* Your model looks exactly the same if not worse.

Try again.

kingo64

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.

David

yep. 0.1 seconds a frame. per dretch.
enjoy your frame rate.

also, you can't use your models on pure servers.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Odin

Quote from: kingo64Okay, 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.

tyranis

Quote from: Odin
Quote from: kingo64Okay, 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.

David

Quote from: OdinNo 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. :(
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Kaleo

Quote from: OdinThe Quake 3 engine is almost 10 years old.
Nothing wrong with that... Look what we've got out of it...

Tremulous
UrbanTerror
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Plague Bringer

Enemy Territory... True Combat: Elite...

Oh, and Quake 3...
U R A Q T

kingo64

Well we already have good gameplay now all we need is high polys to see how much strain your computers can take  :D