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Some Modeling for Quake Questions

Posted: Fri Dec 03, 2010 10:15 pm
by Mexicouger
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!

Posted: Fri Dec 03, 2010 10:43 pm
by dreadlorde
I think textures need to be powers of two, so 328 wouldn't work. I could be wrong.

Posted: Sat Dec 04, 2010 1:06 am
by metlslime
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?)

Posted: Sat Dec 04, 2010 2:43 am
by Mexicouger
What about memory. What is the risk of using a bigger image for a model. Costs/benefits. And Textures can be 256x256(Which exceeds 200)

Posted: Sat Dec 04, 2010 4:53 am
by SusanMDK
I think that all depends what kind of computer you're using. 256*256 doesn't sound much for a modern computer to handle.

Posted: Sat Dec 04, 2010 5:21 am
by Mexicouger
jim wrote:I think that all depends what kind of computer you're using. 256*256 doesn't sound much for a modern computer to handle.
I am working on the PSP, Not PC.

Posted: Sat Dec 04, 2010 9:37 am
by andrewj
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.
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.

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 ).

Posted: Sat Dec 04, 2010 6:26 pm
by Sajt
andrewj wrote:
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.
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.
You're right, but if I'm not mistaken GLQuake resamples DOWN to power of two instead of up. :|

Posted: Sat Dec 04, 2010 9:00 pm
by Mexicouger
Will someone send me a file I can import into Blender to test proportions?

Posted: Sun Dec 05, 2010 9:47 am
by metlslime
andrewj wrote:
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.
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.
Yes, padding is better, but glquake and many derivatives resample instead.

But the guy now reveals he's been talking about PSP the whole time, so who knows what the PSP engines do...

Posted: Sun Dec 05, 2010 2:55 pm
by Sajt
GLQuake probably resamples because old video cards had a limit of 256x256 texture size, and some models would have had to pad up to 512 width.

Posted: Sun Dec 05, 2010 6:42 pm
by ceriux
just use qme to export the model you want to scale yours to fit. i believe it should export to a format you can import.