Originally posted by Adam
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I don't remember all the limits on a vanilla engine, but I'm pretty sure verts and tris are 1024 and 2048, respectively. The max texture I believe is 512x512 pixels. And I think the length and width of the texture had to be a power-of-2 number (i.e. 8, 16, 32, 64, so on...). So as long as the model doesn't break any limits, any faithful engine should handle it. Otherwise you get an error on launch. A replacement model doesn't have to share any similarities other than the file name and animation frame/sequence for it to work.
As for separating the upper/lower body...it is possible on DarkPlaces and FTEQW if the model is exported as an IQM and has the accompanying CSQC game logic and the correct frame groups to reference. It's very involved, but I actually do plan on attempting this method with this here model. This was never a possibility with vanilla Quake, not even the method of "glueing" a torso to a set of legs (at least not without some unsavory results...it can be done but it will look pretty messy because you can't set view-client / no-view client entities in vanilla Quake, with the self.weaponmodel being the exception), unless you wanted to dig into the engine code alongside the QC. But CSQC will let you do all these things without modifying the engine (pretty slick).
What kind of modeling are you doing right now?
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