IrocJeff Posted April 18, 2015 Posted April 18, 2015 What are they limits in regard to the game for faces or vertices or tris or whatever else? I think I'm fine but I'd like to know for future reference. With my mesh done, what next? I'm not looking to add it to the game yet. I just want a completed model at this point. What do I need to do to from my mesh to a textured model?
mrwonko Posted April 18, 2015 Posted April 18, 2015 Are you talking about GLM for player models? In that case something like 32 bones and 1000 vertices and one texture per mesh (though you can have multiple meshes per model), 4 or so bones per vertex (though my exporter will drop the least influential bones if there are too many), 3 sides to a face, very importantly 1 UV coordinate to a vertex (meaning you have to split the mesh at the seams (which to be honest the exporter should be capable of doing)) and normals are exported on a per-vertex level, so enabling smooth shading gives an accurate representation of the ingame look. Or is this about animated md3 models? In that case I'm not entirely sure, size limitations (range [-512, 512)) aside. Or do you want non-animated (misc_model) map models? Those are baked into the BSP by Q3Map2 and thus have very few limitations.
IrocJeff Posted April 18, 2015 Author Posted April 18, 2015 Well, I have little interest in making player models or NPC's. I want to stick with weapons and just .md3 models.
Ramikad Posted April 18, 2015 Posted April 18, 2015 In that case something like 32 bones and 1000 vertices and one texture per mesh (though you can have multiple meshes per model), 4 or so bones per vertex (though my exporter will drop the least influential bones if there are too many), 3 sides to a face, very importantly 1 UV coordinate to a vertex (meaning you have to split the mesh at the seams (which to be honest the exporter should be capable of doing)) and normals are exported on a per-vertex level, so enabling smooth shading gives an accurate representation of the ingame look. Wasn't that 32 meshes, 1000 vertices each?
Cerez Posted April 19, 2015 Posted April 19, 2015 I'm not an expert on weapons... (@@AshuraDX?) ...but I think there are no bones for weapons, only tags. So all that you would need to define is where the weapon is held, and where it shoots from. Langerd and AshuraDX like this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now