I'm kinda sad to see you remaking models that were already perfectly fine while other things like the barrel debris, the scorpion monster, that god awful guy.mdl, the wizard model, etc all still exist as they were.
Sajt wrote:Nothing's going to die even in DOS Quake unless it's like 3000 polies.
Oh! Sorry about that; I thought Quake had such poor polycounts on the models because anything higher slowed the system to the speed of chilled molasses.
Nevermind.
TargetPractice wrote:
Oh! Sorry about that; I thought Quake had such poor polycounts on the models because anything higher slowed the system to the speed of chilled molasses.
Nevermind.
It would have done back in the days when people were playing on p75 processors, but hardware has come a long way. Most of the increased polygon counts in games is because the hardware they are played on is better than the system quake was targetted at, rather than the superior coding of modern games. For those that care, the limit on polygons for a Q1 model is 2048 per model. This is an engine side limit that can be raised quite a bit without having to change the mdl format, which is why QMe etc will save models with more polys than that. There's also a limit of vertices, which is 2048 in every engine except stock GLQuake, where for some reason it was halved to 1024. Even the released GLQuake source code has this reverted, so all custom engines should support 2048.
Last edited by Preach on Sun Apr 29, 2007 9:33 am, edited 1 time in total.