Some Modeling for Quake Questions
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Some Modeling for Quake Questions
I have a few questions regarding Modeling in Blender for Quake. I have the exporter, it's all good. So now my Questions:
1. Is there a reference .blend file or something I can import into blender to compare V_ and regular model sizes?
2. When animating a model, Do I go by 1 individual frame(Because by default it is set to end at 250). And if so, do I start on Frame 2 to be correct(Beings that Quake subtracts 1 or something similar).
3. Does the size of the texture impact The framerate quite a bit? Say I have a 328x256 image. Will that just be wasting my framerate?
And that is all my questions for now. Thanks!
1. Is there a reference .blend file or something I can import into blender to compare V_ and regular model sizes?
2. When animating a model, Do I go by 1 individual frame(Because by default it is set to end at 250). And if so, do I start on Frame 2 to be correct(Beings that Quake subtracts 1 or something similar).
3. Does the size of the texture impact The framerate quite a bit? Say I have a 328x256 image. Will that just be wasting my framerate?
And that is all my questions for now. Thanks!
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quake model textures don't need to be powers of two, but glquake and many derivative engines do a poor job of resampling them when they are not.
They do need to be multiples of 16 i think? Not sure about that.
And i'm not sure but it might be the case that software engines can't handle skins taller than 200? (MAX_LBM_HEIGHT or something?)
They do need to be multiples of 16 i think? Not sure about that.
And i'm not sure but it might be the case that software engines can't handle skins taller than 200? (MAX_LBM_HEIGHT or something?)
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Do skins need to be resampled though? I thought that UV coords need to stay inside the texture (not cross any edges), and hence padding a skin texture would be both quicker and look better.metlslime wrote:quake model textures don't need to be powers of two, but glquake and many derivative engines do a poor job of resampling them when they are not.
You're right that there are some limits for software Quake, but I don't remember them either (I think the width multiple is either 4 or 8 ).
You're right, but if I'm not mistaken GLQuake resamples DOWN to power of two instead of up.andrewj wrote:Do skins need to be resampled though? I thought that UV coords need to stay inside the texture (not cross any edges), and hence padding a skin texture would be both quicker and look better.metlslime wrote:quake model textures don't need to be powers of two, but glquake and many derivative engines do a poor job of resampling them when they are not.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Yes, padding is better, but glquake and many derivatives resample instead.andrewj wrote:Do skins need to be resampled though? I thought that UV coords need to stay inside the texture (not cross any edges), and hence padding a skin texture would be both quicker and look better.metlslime wrote:quake model textures don't need to be powers of two, but glquake and many derivative engines do a poor job of resampling them when they are not.
But the guy now reveals he's been talking about PSP the whole time, so who knows what the PSP engines do...