Limits of 3D Model

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Varglander
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Limits of 3D Model

Post by Varglander »

Hello, is me !

Anyway, is there a limit of how many 3D model you can put in game before the game start chugging.....

And also does the resolution of the model must always look like something come straight out of a PS1 game or Quake ?
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Darkcrafter
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Re: Limits of 3D Model

Post by Darkcrafter »

If the models are MD3 and OBJ then there is really no limit in model complexity, so they must not look like Q1 models. And you can put as many models as your computer allows. Old AMD Athlon x64 CPU and and old low budget ATI card would struggle really hard to process the scene containing about 50k polygons. With newer CPUs like "Core i" or "Ryzen" this limits shift allowing you to place sooo much more details but please have a better GPU too.
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MFG38
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Re: Limits of 3D Model

Post by MFG38 »

Darkcrafter wrote:If the models are MD3 and OBJ then there is really no limit in model complexity
While that's theoretically true, MD3 does have some internal limitations. I found these details from here (bottom of the page):
  • Maximum of 1024 animation frames
  • Maximum of 16 Points (Quake 3 Tags)
  • Maximum of 32 Groups
  • Maximum of 256 Textures per Group
  • Maximum of 8192 Triangles per Group
  • Maximum of 4096 Verticies per Group
OBJ doesn't have such hard limitations to my knowledge - or they're much higher at the very least.
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Nash
 
 
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Re: Limits of 3D Model

Post by Nash »

Those limitations aren't implemented by GZDoom. That is in theory. In reality though, most (if not all) MD3 exporters enforce that limit at export-time (which is to be expected - the exporters are expecting you to use the files with actual Quake 3 engines, so they have to produce files that follow the MD3 specs).
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