User panel stuff on forum
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Graphics Discussion
2009-09-12, 18:29
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Mar 2007
Darin wrote:
I agree with you 5h17h34d, but not everyone uses vweps so they are optional. I actually prefer not to see vweps when I am watching a demo.

to make a vwep model work you would have to create a new vwplayer.mdll.

That's what I am asking him to do FFS.
2009-09-12, 18:44
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Yeah dirty up the model a bit, other than that it looks a lot better then the original model ID created.
2009-09-13, 22:12
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Bump, whats the progress?
2009-09-13, 22:57
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LOL

bump after 1 day?

2009-09-13, 23:16
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:d
2009-09-14, 02:25
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Aug 2009
Hi guys, I will reply some question tomorrow with .md3 file.

hugs
http://rafaarquitetura.blogspot.com
2009-09-14, 17:15
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Aug 2009
Hi guys,

more update...

I made some dirty and finished "axerun" and "pain" animation

"death", "axestand", "axepain" and "axeattack" animation are missing.

About vweps, well, I pretend to finish the original model and then think about it.

http://rapidshare.com/files/280028249/Player_4.rar.html

Hugs
http://rafaarquitetura.blogspot.com
2009-09-14, 20:52
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Mar 2008
I keep getting the heapsize error, and I have no idea why .
2009-09-14, 21:37
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Aug 2009
try -mem 512 in command line

ex: ezquakegl.exe -mem 512
http://rafaarquitetura.blogspot.com
2009-09-14, 22:12
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-mem 128 was enough for me, didn't try lower values tho
2009-09-16, 05:07
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Aug 2009
UPDATE : http://rapidshare.com/files/280717168/player_5.rar.html

This is what I have until now.
"axestand" "axeattack" "axepain" are missing...70% was done. I´m still fixiging some frames.

Give me some feedback
http://rafaarquitetura.blogspot.com
2009-09-16, 12:57
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Mar 2008
Hey it looks awesome, I had some fun with it using bots .

Nice work and I hope you eventually finish it!

Note: One thing I noticed is that the model seriously reduces frame rate.
2009-09-16, 18:04
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Mar 2006
Rafael Reis wrote:
the model has 4192 polys in .md3 format

Ack!

#define MAXMD3VERTS 4096

I guess it has non-standard md3 limits...

edit:
okay i just recompiled with these limits and it works now

#define MAXMD3FRAMES 1024
#define MAXMD3TAGS 16
#define MAXMD3SURFS 64//32
#define MAXMD3SHADERS 256
#define MAXMD3VERTS 8192//4096
#define MAXMD3TRIS 16384//8192

Death animations are missing too but in-game it looks cool!
2009-09-17, 04:09
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Aug 2009
Darin, you´re right, I have been testing only in 1x1... on a 4x4 game my fps drops drastically..............like 30 frames!!
my pc : i7 920, 12gb ram, gf 250, well... I don´t know

I have no idea how to fix this, i´m starting to think the model is a waste.
http://rafaarquitetura.blogspot.com
2009-09-17, 06:29
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Dec 2006
It's a very cool model, well done! But it's way too detailed. It has individual teeth, eyeballs, detailed nostril cavities, you can even see its tonsils ! http://www.quaketastic.com/upload/files/misc/glqwcl_2009-09-17_11-48-35-25.avi
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2009-09-17, 07:17
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Feb 2006
Rafael Reis wrote:
I have no idea how to fix this, i´m starting to think the model is a waste.

Did you try in FTE? IIRC ezQuake has been known to have low performance when using MD3 models, so it's most likely something that can be fixed by the ezQuake devs. The player model is definitely not a waste!!!

On the other hand, does ezQuake support normal mapping of models? Could be used to increase visual detail of the model without sacrificing too much performance. Perhaps the vertex count could even be reduced?
2009-09-17, 08:47
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I agree with raz0 here, the model is definitely not a waste... And it's not your fault that it gives fps drops, at least not if you tested it in ezQuake - if it was in DP I would be more worried.

I'm not able to test it myself right now, but I'll try it in FTE when I get home
2009-09-17, 10:31
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Holy crap that model is detailed. Does it have intestants too?
2009-09-17, 14:27
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Yeah Rafael, I have a Quad 6600 and an 8800GT. It drops my FPS by around 40-50 at times. I had to turn the graphics down to faithful to make it run smooth. This might make you scrap the model or re-create it all over again.
2009-09-17, 21:51
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Runamok.foe wrote:
It's a very cool model, well done! But it's way too detailed. It has individual teeth, eyeballs, detailed nostril cavities, you can even see its tonsils ! http://www.quaketastic.com/upload/files/misc/glqwcl_2009-09-17_11-48-35-25.avi

Might as well add the crotch bulge that grows as it gets more and more quad frags.
2009-09-17, 23:14
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Error

This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times.

This limit is reached.

To download this file, the uploader either needs to transfer this file into his/her Collector's Account, or upload the file again. The file can later be moved to a Collector's Account. The uploader just needs to click the delete link of the file to get further information.
"the quieter you become, the more you are able to hear"
2009-09-17, 23:39
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I tested the model in darkplaces and I got good fps...even in full lightning mod.
Like razo said, md3 support in ezquake it is not so good.

Here is another link

http://www.easy-share.com/1907806128/player_5.rar

thx for the support guys
http://rafaarquitetura.blogspot.com
2009-09-18, 01:17
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Yeah that's too bad that it runs really bad in ezquake. What are your plans Rafael?
2009-09-18, 16:48
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Maybe make a simplified version (reduced poly) and a hi-res version. I'm sure you could easily take your (finished) current version and run it through a low poly filter??
This way even in DP or FTE or ezQuake etc players can get the look while maintaining performance?
2009-09-18, 23:31
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It's not the high poly count that's the problem in ezQuake, and it doesn't need to be lower to work in other clients
2009-09-19, 05:08
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Mar 2006
Oops I meant .mdl (lowpoly) and .md3(hipoly) versions...
2010-05-07, 01:52
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Jul 2007
High poly models for Quake 1/QW is probably a bad idea. But it does raise the question: what is the polycount limit for a model in Ezquake?

My guess is that, at best, you could use a model with a detail level of Quake2 models.
2010-05-07, 08:19
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My guess it that the polycount limit, is that of the mdl format.

But dunno, source says:

gl_model.h wrote:
#define MAXALIASVERTS 2048
#define MAXALIASFRAMES 256
#define MAXALIASTRIS 2048
2010-05-08, 02:26
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Jul 2007
Yes, I found similar info somewhere else. Thanks. Anyway, that does indeed mean that the level of detail of a Quake2 or even a simple Q3 model could work in Q1. Of course, high-res is out of the question.
2010-05-10, 08:41
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I believe that the limits were 1024 before, they doubled it to make Plagued's Pak work
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