#990 posted by Spike on 2015/10/05 19:24:41
Looks more like a suit than fur so far. :P
Good luck with getting the animations to be tolerable though. :s
#991 posted by Kinn on 2015/10/05 19:48:17
Looks awesome but yeah, something like that is not gonna work in .mdl. No way, Jos�.
Skiffy,
that looks super nice... probably wont be able to use it in quake though.
I Like It
#993 posted by ijed on 2015/10/05 20:36:39
how does it compare to the uprezzed grunt and dog by Capn'bubs?
http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html
Looks pretty close in terms of density :)
Ijed
looks way more hipoly and hi res textured to me.
Very Hi Poly Yes
#995 posted by Kinn on 2015/10/05 21:19:05
tbh, you could make it 1/4 the polycount and you wouldn't notice the difference in game.
Skin Size
#996 posted by madfox on 2015/10/05 21:45:49
I was wondering about the skin resolution in QMLE.
I know there are several limits, I thought something like 308 x 240.
So I keep myself to these limits untill recently I found a
static model I use that has 480 x 215 and seems to work well.
Is this a marginal exception, that confirms other errors?
#997 posted by necros on 2015/10/06 02:11:04
i believe the max height of a skin is........ 320?
and the max width is something like 2048..?
Not Sure About Fur
#998 posted by Skiffy on 2015/10/06 02:14:43
Most likely wont be going with fur. We'll see what I end up with. As for the chest area yea its a little too structured looking right now. This model is going to use a 512x512 though for the final texture. which gives it the same pixel density for its size in relation to all the other monsters. This is how I see the shambler in my head when playing the game :)
I might make another lower detail one later that is closer to the original.
#999 posted by metlslime on 2015/10/06 02:30:50
long ago i heard that a max height of 200 was the guideline, but i can't remember where i got that or what engines/tools it applies to, if any. (dpaint?)
Floyd.mdl has a skin size of 256 x 512 and that seems to work in all engines i've tried it (which isn't that many, e.g. i didn't try dos quake.)
#1000 posted by necros on 2015/10/06 04:12:59
i think the guideline was max height 256, because while you could do 320, the whole shrinking skin thing in normal glquake would make it look worse (resizing 320 to 256).
then fitzquake started doing the opposite (i think it just pads outwards to make it ^2?) so that problem went away.
Ah
#1001 posted by madfox on 2015/10/06 05:03:16
All models I made I always kept the limit of 320 x 240.
Often when I crossed that number quake just quit
before starting giving the error maximum skinsize exceeded.
So I was rather surprised to see the skinfile of my waterfall turned out 480x215 without error.
I have another big static entity I would like to use,
but when it is possible the skinsize can be larger then 320 x 240
maybe it could meet high resolution size.
Maybe preach has an explenation for this?
Check Off
#1002 posted by madfox on 2015/10/06 05:24:37
Just tried in qmle a skinfile of 512, but it says indeed
maximum skinfile height is higher then 480.
Learned something again.
MDL Format
#1003 posted by Preach on 2015/10/06 08:39:14
The question is simple and yet doesn't have a good answer. The actual binary format for MDL doesn't impose any particularly hard limits on skin size, I think you could go to 1,000,000 or so in each direction (but going that far in both directions would take up 1TB for the skin texture which some might consider excessive).
The restrictions lie instead with the various engines and tools instead. For instance, the original DOS version of Quake had a restriction on height which I dimly recall being 200 pixels, but later engines stopped applying that limit. QME was designed in certain ways to support making engines for DOS Quake, like the way "Cut Away Unused Skin" arranges skins from left to right.
GLQuake needs textures which have power-of-2 dimensions, but this is a soft limit because it resizes skins with other sizes. The resizing looks blurry, so you should try to avoid it occurring. It might also have a maximum dimension somewhere and resize everything down to that size. But if it does then you can bet newer engines will do something different.
So I recommend using only these values for skin dimensions:
8, 16, 32, 64, 128, 256, 512
Nothing in-between, exactly these values. If you also want to be compatible with DOS quake, you can't use the last two as the height, but a huge number of custom models (including many of my own, several from Quoth etc.) don't bother and nobody has ever complained.
What about poly limit?
Skiffys model looks much higher poly than other faithful models.
Not For Default Quake
#1005 posted by Skiffy on 2015/10/06 10:59:56
Its 2040 triangles. Runs fine in Quakespasm and Fritzquake :)
Well
I wouldn't use it for default quake anyway. I mean, who's running default quake these days?
Khreathor, Re #931
I have one for GIMP somewhere, if someone interested...
I'm interested! Sorry I only replied to this post now; was away from my primary computer for a while and out of the loop.
#996 Revisited
#1008 posted by madfox on 2015/10/07 23:28:48
Might have drunk too much beer, as the width of the skinfile is 480,
not the height.
Always get confused with these latitudes and longitudes.
The height of the waterfall skin is 215, so it could be made larger to 320.
But that's qmle maximum extention.
MadFox
#1009 posted by Preach on 2015/10/08 00:02:20
Which version of QME are you using? In my copy I can set the skin bounds to 512 by 512...
Mdl Engine Limits
#1010 posted by ericw on 2015/10/08 00:29:02
max skin height seems to be either 200 or 480 in id's engines: https://github.com/id-Software/Quake/search?q=MAX_LBM_HEIGHT&type=Code
Not sure why it appears to be 480 in winquake but 200 in quakeworld. I guess someone would need to test specific exe's to be sure.
It's still 480 in Fitzquake and Quakespasm.
So I guess if you're going over 200 pixels high, and want the most resolution you can get, try 480 high?
#1011 posted by metlslime on 2015/10/08 02:35:06
if it's still in fitzquake/quakespasm, that seems like a good idea to change from an error to a warning (load it, but warn that it won't work in standard engines)
Gatling Gun Done
#1012 posted by aDaya on 2015/10/08 21:56:37
#1013 posted by adib on 2015/10/08 23:12:27
Wow, I like it very much. Nice touch using SNG color or the barrels.
Daya
looks great mate.
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