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3 results in threads | 120 results in messages

1: Replacement player/ogro model

by TheGuy on 10/21/2006 18:57

Hi. I've picked up Sauerbraten a couple of days ago and it's been a blast. I must admit though that I don't like the monster models though, and I get the sense that these are only stand-ins.

Rather than complain, I want to create at least a few replacement models. I'm going to start with replacing the ogro model, since it's also the player model.

I've opted for a slightly generic, slightly futuristic marine-type guy to start with. I can post concept art and model screenshots in this thread and take peoples' suggestions until I complete a final model.

So here's my first concept art. The guy is basically boots, knee pads, body armor, short sleeves, gloves, and crew cut.

The front and side views.
<a>http://img332.imageshack.us/img332/109/marineprofilesmd4.png</a>

An action shot. I don't think his gun exists in the game.
<a>http://img49.imageshack.us/img49/9877/marineactionsg5.png</a>

So, feel free to make suggestions on how to improve my design.

Some other things I like to know are:
- What polycount range I should aim for in my final model
- What resolution the final texture should be

Cheers.

2: Cube Engine - Zombie Mod

by Mukkanovich on 12/29/2005 21:41

Okay well, I have experiance in modding the cube engine as I created the Sopo mod not long back, however, now I have an idea that is better suited.

A zombie mod. A total of two player models, human and zombie. I havent checked polycount for any zombie ones yet but they will have plenty of decent humans.

It will have one main map, more if other want to contribute to more maps.

It will have four weapons, knife and three types of pistol:
Degal
(pistol from sopo)
and a normal pistol

For one of the poistols we can ask if we can borrow makke\'s pistol model and skin I am sure he wont mind.

However for the knife and other two pistols we will have to ask makke if he can make us two new pistol models and/or skins and a knife model.

The maps will be town like area\'s.

I am more than capable of doing the coding side to all of this. I have experiance in map making (I know everything about making maps, I just lack some creativity skills).

Seeming as we will need diffrent floors in the houses maybe we should use the sauer engine?

Who is interested in helping then? :D

3: weapon models for cube?

by jen01 on 11/17/2004 02:46

i have looked in alot of the old threads and all the links to new weapon models don't work.

where can i find good weapon models?
polycount or whatever does not have any good ones and i waould like som realistic army type weapons, for a game i am making.

thanks lots...

120 results in messages | 3 results in threads

#1: Mapmodels

by tentus_ on 10/25/2009 21:56 in New mapmodels for sauerbraten

Make them yourself. Don't forget, in order for the engine to continue running well, the polycount has to be as low as possible.

Thanks for insulting the people who made them originally, btw. We appreciate that.

#2: Re: Little help for a game

by tentus_ on 10/25/2009 21:44 in General Thread

I'm not aware of any engine that supports NURBS whatsoever. They're great for controlling models, but they're also very render-intensive. Hence, they don't really have a place in gaming (yet). I would recommend working in polygonal mode as much as possible and trying your best to keep the polycount as low as possible. There is not a "correct" number or ceiling or anything... it really just boils down to a tradeoff. The more polys the fewer representations you can have on the same rigs. Or, to rearrange the equation, more polys means that you have to have more powerful rigs to run the same situation.

Basically, if you want to keep modeling in maya, get ready to export to .obj a lot, because you're going to have to do a lot of trial and error to learn what works best for your team.

#3: Re: Shader help for a map newbie?

by eihrul on 10/11/2008 23:05 in Map Editing

http://www.bencloward.com/tutorials_normal_maps1.shtml

http://wiki.polycount.net/Normal_Map

#4: Re: New HellPig replacement character..

by tentus_ on 08/03/2008 21:38 in General Thread

I can't answer your questions with much confidence (geartrooper?), but I can say that as a fellow artist, that's pretty ballin'. It'd probably be a bit more acceptable if there was an orange-ish skin closer to the original, but I personally like what you've got up a lot.

Any stats on that model (polycount, etc)?

#5: Re: big maps are a disaster waiting to happen

by Nitrogen on 08/01/2008 04:15 in NYC map - WIP

paintball9:

I didn\'t have any major problems running that map. 2-5 minutes loading time (I didn\'t pay attention; I kept reading the forums while it was loading), solid 60FPS without having to turn anything down. However, Sauer was using 1.5GB RAM all to itself, so I figured I\'d take a look at the wireframe. My FPS dropped down to 30-40 just from turning on the outline. Note that I have two 8800 Ultras in SLI - That kind of a performance hit should not be happening, and basically just isn\'t cool. I could have sworn your pyramids were actually textured a solid black. A simple pass of Optimize Geometry (In the mapop menu, can\'t miss it) dropped the ram usage down to 220MB and fixed the FPS issue. The ogz is also 171kb now instead of 2.5mb. I uploaded the result for you as it seems to give you problems loading it, let alone doing anything with it. Just remember to optimize once in awhile to keep your polycount from going out of hand, and everything will be ok :)

http://nitrogen.clanlc.com/sauer/modifiedproject.ogz

Anyway, I\'d love to check out this NYC map if you\'re still working on it. Even if you\'ve quit, please upload what you have - I\'d love to see it. The screenshots look amazing!

#6: Re: Custom md3 monster is leaning back when it shoots me.

by screenracer on 03/10/2008 06:38 in Map Editing

Thanks MeatROme, I found it that about half an hour after I asked the question. The documentation on cube is good. But it took me all weekend to get a md3 model working as a monster. Polycount articals section is down. I was finally able to open the sample max files of the ID guys. I didn't know the proper way to setup the tag points and naming. I am new to the md3/md2 format.

I think the best link that I found was to a spanish tutorial that also covered the correct way to use and export using the "pop n fresh" exporter.

tutorial how to export from max into md3:
http://translate.google.com/translate?u=http%3A%2F%2Fw3studi.informatik.uni-stuttgart.de%2F%7Ebischowg%2FCreateMD3Tut%2FCreateMD3Tut.html%23bipedphys&langpair=es%7Cen&hl=en&ie=UTF-8

Sample max files: (I had to merge only the models, the bib crashed max.)
http://planetquake.gamespy.com/View.php?view=Quake3.Detail&id=276

#7: *AHEM*

by fshdfkconorsfd on 02/29/2008 16:01 in Halo-like maps?

For various vehicle models and funny things, turn to polycount.

http://polycount.com/models/quake2/frosty/

http://polycount.com/models/quake2/bucket/

http://polycount.com/models/quake2/hamster/

http://polycount.com/models/quake2/mek/

http://polycount.com/models/quake2/bignose/

http://polycount.com/models/quake2/ufo/

http://polycount.com/models/quake2/jeep/

#8: Editing and Performance

by Osbios on 02/27/2008 18:51 in Idea - A building game based on Sauerbraten?

Well... this are all ideas I would like to play. But the Ingame editor of sauerbraten still needs a "recalc" to optimize the polycount. And even on optimized maps a small changes will cause big parts of the map turn back to the old unoptimized structure.
Changes on the Cube structure still need a lot of CPU time.

I don't know how complex this stuff is. But I'm sure this points can be optimized.

And for lightning you can use guard shading. Or shader. (Isn't the shader stuff real time lightning anyway?)

The question is: what direction do the Sauerbraten developer want to go?

#9: ..

by James007 on 02/18/2008 18:45 in Enemy Territory + Cube 2 = wOOt?

Just wondering, are the models in this version of ET being made going to be high quality or more like the ones already in sauer(meaning polycount, detail, etc)? I guess the more detail and polygons in the models means more lag(supposedly) for the people with slower computers....

#10: Re: ..

by JadeMatrix on 11/30/2007 16:31 in Weapons creation for Cube 2

True, such as the accepted norm for polycounts, etc.

#11: ..

by Julius on 11/27/2007 01:30 in General Thread

http://boards.polycount.net/showflat.php?Cat=0&Number=249534&page=0&fpart=1&vc=1

Some very interesting technical information for modelers over at my favorite messageboard ;) Basicly a must read (including those articles linked).

Back on topic... I might be dead wrong about this, but in the last post by CrazyButcher it actually sounds to me like md5s would be faster on Geforce3 and up (especially when dealing with complex meshes) than md3s (Eihrul please read). Wasn't speed issues the main reason why it wasn't considered?

#12: Optomisation - Building clean levels.

by Dean Avanti on 10/28/2007 18:18 in Map Editing

See illustration.
[img]http://www.avantivita.com/Dean/Cube2prob.gif[/img]

If the code doesnt work, here is a direct link to the image

http://www.avantivita.com/Dean/Cube2prob.gif

'a' made from lots of small cubes

'b' we have been editing and changing our mind on what we want, adding bits as we went along, eventually we decided on a wall, put its made from different sized parts.

'c' this is how we would build say in quake, or even unreal ed, we want a wall we make a brush the size we want, when the engine converts it to polys its very neat.

But what of the others, if the engine triangulates the other shapes, we see lots and lots of polys, wall 'a' has the most, we selected a small cube and just made a wall from that, perhaps cube 2 works differently and when it converts the map to polys it optomises it and however you build the wall it will turn it into wall 'c'

So what the deal here, I want to build my level to run well and be optomised, perhaps sssss works differently than other engines and one doesn't worry, just build how you want, don't worry about it, you are not extruding lots and lots of boxes like in 'a' that's just what it seems like, it cleans that up for you. Just wondering what's the deal with the engine, all these boxes make me believe the polycount will be massive and I should select the biggest sized box I can.

#13: Re: ....

by tentus_ on 09/21/2007 02:35 in Weapon Models or objects

To Jake:
Doing that invalidates it from becomigna vwep or used as a normal model in the environment. It's a great trick, but it means the model is then usable for only one specific thing. Also, doesn't Sauer have fairly efficient backface culling now, or am I remembering wrong?

To James:
http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK3711.jpg
I noticed in the above screenshot that the barrel of the gun is merged with the body into a single mesh. I'm guessing that 0% of any of the polygons is not visible (or all of every triangle is visible, to word it another way)?

In game modeling, it is fine to have polygons partially obstructed, so long as you have space on the skin for the unseen triangle corner. This means the 8 polygons that make up the flat surface perpendicular to the barrel could be reduced to 4 polygons, give or take. It really doesn't matter that there's a spot that cannot be seen.

Similarly, where the octagonal bands go around the barrel... they're meshed with the barrel too, right? So there's actually 3 sets of octagonal cylinders making up the barrel, and then the bands themselves have 24 polygons in order to bulge. The barrel can be just one octagonal cylinder, and if you really want to get the best out of your polycount, you can make the bands have points rather than empty flat ends... so you would have 8 polygons and 16 triangles rather than 24 polygons.

If you need a graphical explanation I can cook one up, my wording is not so hot right now.

#14: ....

by Jake77777 on 09/21/2007 01:30 in Weapon Models or objects

I like the AK but i agree with SheeEttin that the magazine is curved differently then the real thing. I know a way to reduce the polycount. If you look at the existing models for sauer, the sides of the weapon you cant ever see are not there, to reduce the count. You could do that and, if you want to, add more detail to your model.

#15: ok...?

by James007 on 09/20/2007 21:27 in Weapon Models or objects

Well any ways.....

Here is the AK47 im making, which is not quite not done yet. Its 587polys(1476 triangulated), 1718 vertices, the high* polycount is not because of detail(which i havnt really added any yet) but because the model is so big. The clip(which does need some work) and trigger are not attached to the actual model. Over 2 hours of work i think...

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK377.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK378.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK3710.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK379.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK3711.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK3712.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK375.jpg

http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK376.jpg

I "made up" some parts of the model, but other wise i tried my best to make it look like an AK. Comments or questions, any thing?

#16: ..

by Julius on 09/20/2007 17:54 in Weapon Status

A muzzle flash should be doable quite quickly... target polycount and texture size?
Hmm, maybe I can use FxGen to create the texture ;)

Maybe I will give it a try later today. If you don't get a finished model by tomorrow I will not be able to work on it for another few days, thus someone else could do it.

#17: ..

by Julius on 09/16/2007 19:58 in Weapon Models or objects

The problem ist that "polygons" is a pretty broad term.
There can be 3,4,5 etc sided polygons, but polycount in game engines refers to the 3 sided only (since that is what graphic cards render internally).
But most modeling applications output the "polygon" number regardless of egde count.
Try to tiangulate the entire model and than have another look the the polycount.

#18: ..

by makkE on 05/25/2007 11:45 in The Untitled Sauer Mod

Well, keep in mind, for hudguns you can go to about 1500 (may be more if you really need it), and you can also erase unseen faces, wich saves a 4th to a 3rd as well..

The guns in Sauer have small polycounts, yes, but thatīs only because they are from 2002 or so, designed to run on p400īs ;)

#19: Buh wha?

by tentus_ on 04/18/2007 04:01 in Cube 2????

Why does this thread have such terrible spelling and grammar? I can barely follow what's being said, much less form intelligent opinions of my own about it.

Now, does art affect gameplay?
Yes. A poorly lit map plays entirely different from a well lit map. Well camouflaged playermodels are a different animal than bright, contrast-y playermodels. The smoke left by the rifle is an example of art actually _being_ gameplay. A sniper with no smoke trail has a massive advantage over the guy leaving a line pointing straight at his position and obscuring his vision.

I'm not saying that the polycount of an object will immediately affect the effect of a model. It is the _art_ invested in the object that has tangible results. I usually condense my HUD and crosshair down as small as possible, and hide my hudguns entirely in any FPS I play, so that I can see more. This is me applying art direction of my own onto the game. If I had my way, all the guns would be fully modeled and the armour skinned onto the ogro, so that we can see what our opponents have against us- this would firectly and profoundly affect multiplayer.

If you're in single player and you shoot at an enemy, and it passes straight through the model without hitting the collision box, how do you feel? Pissed, you just wasted a shot. That's art coming in conflict with gameplay. The model might be great, but if it doesn't jibe with the bounding box who cares?

Good art, and careful art direction, can have a huge effect on gameplay, not just on appearances. Don't dismiss art just because you consider yourself "hardcore" and support older graphics. The art direction that went on in the old games still happens today, and the ramifications of that art has become a fascinating field.

#20: Re: ..

by tentus_ on 04/11/2007 07:08 in Eisenstern : The RPG project

Fish, turtles, got it. There may be some lag in me getting them made (last three weeks of school and all), but I should get some whipped up before too long. I need to familiarize myself with Blender, so this should be a learning experience. Any suggestions on the polycount? What would be reasonable?

#21: Re: er

by Pxtl on 02/16/2007 01:10 in Most Wanted Feature

Actually, there are hundreds good, solid MD2 models that fit the same needs that the Ogro currently does. Polycount is on permanent hiatus, but if I went through my archives I'm sure I could find dozens of models that could be used for the player in Sauer. I think the fact is that it's never been much of a priority for Aard to allow selectable playermodels, since it has no effect on the gameplay, map-editing, simplicity, or graphical quality of Sauer (which seem to be his priorities).

I think the whole "md2 players" has always been a placeholder until the skeletal system and a good skeletal model is ready, and then the developers will start paying attention to the playermodel.

#22: Re: Average polycount

by MeatROme on 02/06/2007 23:13 in General Thread

Did you try the search function?
For "polycount" I get a response from makkE pretty high up.
http://cubeengine.com/forum.php4?action=display_search&keywords=polycount&submit=+GO+
http://cubeengine.com/forum.php4?action=display_thread&thread_id=1&start=6980#37839

HTH

#23: Average polycount

by Cortz on 02/06/2007 23:01 in General Thread

Hi i was just wondering what was the average polycount that Sauerbraten can handle and then also what is the maximum.

Planning on making some models for the game and just needed to know the polys.

#24: Re: 4-10 fps

by Pxtl on 12/22/2006 15:30 in General Thread

I disagree - if you turn down the graphics settings (shaders) then Sauer is visually and performance-wise very similar to UT. The polycounts are comparable, the graphics load is comparable. The thing that gives it 2k4-like graphics and performance is the shaders - which are togglable.

The other UT2k4 features that are processor intensive (vehicular physics, VOIP, complex AI, ragdolls, script-interpretation, etc.) aren't present in Sauer.

I get well over 120 FPS on my 2ghz machine with only partial shaders enabled (except on monstrous maps)... if you turned off all shaders and stuck to midrange maps, you should be fine on a 700mhz machine.

#25: ..

by makkE on 12/06/2006 14:17 in Question center for new people.

You canīt import whole level geometry.
Maps are build with the ingame editor only. You can build your models in max, if you have a plugin to export to md3 (or md2). Not sure if such a plugin exsists for latest max versions.
You can use props of course, but for all map geometry you need to use the in-game editor (by design).

Look at the wtr count, or look at levels with /wireframe 1 to get an estimate on polycount.(I am not sure myself right now how wtr translates to tri-count).

Note that the md3 format is aging and may become inefficient if the polycount exceeds ca 1500 (especially if itīs animated).

Also check out:
http://cube.wikispaces.com/Mapping+and+Editing

#26: ..

by makkE on 11/12/2006 22:44 in General Thread

Polycounts (triangles!):

For mapmodels, Iīd suggest not going above 500 or so (depending on the model of course). Say you have an important model you use once - okay you can use more polys (1000-1500 or so), but in such cases, be sure itīs in a well occluded space in the map.

The more frequently you want a mapmodel, less polys (a 1500 poly tree can work fine if itīs lone - donīt build a forst with it )...

Basically for mapmodels use md2 when possible, for any more complex models, especially those that use animation (hudguns, players) you should use md3.(coz md2 really sucks for animations and complex models)..md3 player models are handled just the same as q3 player models (only diffrence is the .cfg files) so any q3 tut should get you there.

An animated model shouldnīt go much above 1500 polys.

How much you go beyond those specs is basically decided by the minimum requirements you game is supposed to have.

Still, with md2 and md3 you canīt really apply "modern" polycounts (e.g. 3000 tris on a weapon or 5000 tris for a character).

As usual, try to get the best results with least polyīs/texture space.
Mapmodel max.: 500 (1500 if really needed in exeptional cases)
Chars and guns: 1500.

You might be able to go beyond that a bit, but not much. The more you do, the more slowdown youīll have to expect on slower machines.

Check this for further info:
http://cube.wikispaces.com/+Editing+guide

#27: ..

by TheGuy on 10/21/2006 21:18 in Replacement player/ogro model

Glad the art checks out so far. I'll get to work on a model right away. Hopefully I'll have something within this week, depending on my homework situation.

I guess I like the ogros to. I just sort of wish there were separate models for the player and that the models had a high enough polycount to match the beautiful scenery.

Wish me luck. ;)

#28: ..

by Ketamin on 08/11/2006 00:11 in Eisenstern : The RPG project

Makke I havent been modelling for long but thanks for the reply. Any tips on how I could lower that polycount? The shroom is actually meant to be wast height. (alice in wonderland kinda thing)

Look I have worked with the Cube Engine before; day and night is possible - I am not at my computer at the moment so I can\'t check how the light entities exactly work but I doubt it will be hard to reduce the light emitted - although I could be wrong so forgive me if I am.

I have read the entire html file before; your claim that it would take far too much code - it\'s hardly too much code to implant a simple server side skill system.

All I am taking about are simple ajustments to what you have already done with the RPG in the current Saur release to make it a playable and fun game.

A \"friendly fork\" is not taking the project and running away with the content. It would be me working side by side with the RPG team and releasing an MMO capable version on every stable release of the RPG engine.

I am happy to do that if you want to keep your RPG ideas intact from my MMO\' ideas which seems to be the case.

Would that be a problem with you? It\'s not like i\'m going to run off with your content and start start somthing different I just think your missing a good opertunity with the \"no MMO\" attitude.

#29: ..

by makkE on 07/27/2006 21:43 in "normalmap" edition released! (2006-07-22)

:] well Sauerbraten is just right on.. Nexuiz would be cool if it would have been developed more cautiously.. canīt build a ferrari engine into a citroen 2cv.. they just messed it all up badly with insane polycounts..
I like warsow a lot, but I just donīt have the time to play it.. itīs not really a game to play casually..

#30: ..

by makkE on 07/13/2006 11:47 in Production & Escape

The model is a quake2 user built model, downloadeable from polycount.com and free to use in non commercial applications.

If escape 3d was a q2 mod, then itīs possible itīs the same model. If it was a standalone game, the author of this model probably got inspired by it.

#31: ..

by makkE on 07/03/2006 22:15 in General Thread

Or maybe search the polycount forums, maybe you find additional info there.

#32: ...

by HHe3 on 04/30/2006 11:35 in Player Models

Just go to polycount dumbass...

#33: Re: normal maps

by Pxtl on 04/25/2006 14:49 in More Sauerbraten suggestions

Normal maps are a way to fake geometry without actually having polygons be spent on it. Basically, instead of letting Gauraud or Phong shading guess how to shade each pixel of the texture based on the surrounding polys, Normal maps say "shade this pixel as if it were facing that way". What the map itself contains is just a pixel-by-pixel list of facings.

Now, as you see, the point is to do higher detail than what's on the geometry than exists. If you just wanted to use it to smooth and shine geometry, you can just use Gouraud (which is what old games use) or Phong (which is harder and what Sauer uses) and get the exact-same-effect. Only if you make super-high-poly models, then reduce the polycount on them and render the old high-poly version into normal-maps do you actually get useful normal maps.

So, who wants to go out and make us some super-high-detail player models, then down-poly them and render them into normal-maps?

Otherwise, all this talk about normal maps is worthless.

#34: Re: ..

by Passa on 04/02/2006 02:29 in More Sauerbraten suggestions

All of the Cube/Sauerbraten monster models are from Polycount.

You can find other ones to use for your mod there probably, as long as you ask the author.

#35: Re: Converter

by tentus_ on 03/22/2006 03:52 in General Thread

Easy, just use Q2Modeler, it can import .3ds models with no trouble. I'm not clear as to whether or not texture coorinates get converted... you'll have to play around with that on your own.

I recommend Philip's final version, which i think is still hosted somewhere on polycount. go searching for it, it'll turn up.

you know, we should probably package up a slightly adapted version of Q2Modeler and put it on quadropolis, if we can get Philip Martin's permission

#36: Re: hellpig and skies

by stubbe on 03/02/2006 14:38 in General Thread

I've viewed hellpig's whole animation through blender and md2 viewer. That is the very reason I become lost.

I also tried replacing hellpig model with other model from polycount but it turn out screwed in cube.

As for the skies, i tried it and dang... that simple eh? thanks.

#37: ..

by tentus on 03/01/2006 22:00 in FUSION

it's funny... a lot of the content with restrictions is no longer possible to get permission to. Try emailing most of the playermodel authors on polycount... 9 out of 10 times the quake authors have moved on and there's no longer any way to track them down. In CL i'm using several playermodels only on the "the readme was generously termed" basis, because I can't seem to track down authors for the vast majority of the playermodels.

The solution, for me, is to try and make as much of my own content as possible. I'm still not up to making a fully animated playermodel (i just don't have that kind of time), but I've been slowly but steadily replacing textures. And all my maps are original or obtained from permission from Nashaii or enigma.

The next step for me will be asking fanatic if I can use his "Fall of a King" soundtrack, which is something I've been putting off because it adds a whole 15 megs to the download =P. Maybe I can get permission to exclude some songs...

#38: Re: uhhh

by MitaMAN in the cave on 03/01/2006 01:24 in FUSION

almost all of the media in cube is freely available for download.

all monsters are found at "polycount".
many sounds are found at "awesound".
most textures are found at "wadfather".

as long as the original creator of that media gives permission to use his/her stuff (permission granted on their website or contacted by email) what is the big deal?

as far as i can tell from reading the various readmes in cube, most of cube's media was not created exclusive for cube.

i can understand that "exclusive media" such as Aard's monster sounds, the original cube weapons, and fanatics sound tracks should not be re-distributed because those items were created exclusive for cube.

as far as the other stuff is concerned, i don't understand the problem.

i am a firm believer in ALWAYS giving credit for media made by others. it's the right thing to do.

not long ago i did a "face-lift" for the Retribution Engine. i used all new textures, sounds, and models (none of it made by me, but much was modified to work in that engine). every author i contacted (most got back to me) were thrilled that their media was being put to good use. it was like "free advertising" for them.

everything i used was documented, the source was provided, how i modified it, and of course GAVE FULL CREDIT.

Aard, i'm sorry, but i really don't understand what the problem is. if media that was not exclusivally made for cube has permission obtained from the author, i don't think you have the right to tell anyone they can't use it in their own project.

MitaMAN

#39: Re: ..

by Passa on 02/23/2006 22:04 in Change our apparence in Sauerbraten

that just changes how it looks on YOUR end. EDM is actually coded so people see you as either wasda or ogro. if you want to change the model, just visit polycount and download a cool model, resave the .pcx file as a .jpeg, place it into the correct folder (packages/models/monsters/ogro) and your done.

#40: Rhino Monster solved!

by teknasia on 02/20/2006 15:36 in Cube PDA (XScale / OpenGL ES) release!

Ok guys I don't know why you didn't encounter any problem with this Rhino monster being all white in the game, because its skin picture is not the right size. I just had to resize the skin.jpg for 512 x 256 pixels and it's now working correctly!

Thanks for the link MitaMAN, that's exactly what I was looking for!

Other Monsters for Cube
=======================
Go grab them under Quake 2 Models at:
http://www.planetquake.com/polycount/

You must convert the skins from .pcx to .jpg format.
You then only need 2 files in Cube Monster folder:
SKIN.JPG and TRIS.MD2

#41: Re: Someone could share other MONSTERS?

by MitaMAN in the cave on 02/18/2006 17:36 in Cube PDA (XScale / OpenGL ES) release!

If your looking for .md2 "monsters" go to polycount and check out the quake2 player models. There are many there to choose from. If you want a monster to have a weapon, choose one that has the weapon "built in" as part of the player model. As far as I know, cube and sauer do not support seperate weapons models/vweps.

http://www.planetquake.com/polycount/

You must also convert the skins from .pcx to .jpg format, and the skin size must be a power of "2" (like 128 x 128, or 256 x 256).

Good luck with your "monster hunt".

MitaMAN

#42: ..

by Flynn Taggart on 02/04/2006 12:34 in Crypt:Revelance

i know that Polycount has heaps of Md2s but i need texture not models.Trees in Sauer package are good,i can use them but that texture...Google it is

#43: ..

by makkE on 02/04/2006 04:39 in Crypt:Revelance

www.polycount.com has md2īs.

#44: ..

by Mukkanovich on 01/06/2006 22:36 in Cube Engine - Zombie Mod

The "civilian" model on polycount I think would be best for living players. Think you could give the skin a bit of a cleanup tentus?

As for zombie, still waiting to see the one you made in Cube Legends. ;)

#45: Re: ..

by tentus on 01/01/2006 04:10 in Cube Engine - Zombie Mod

I didn't make the model- the permission it comes with is that you just include the readme with it. it's in there, so just copy the monster/zombie folder into your mod and you're fine, no permission from me nescessary.

Though actually, I suppose an addition readme should be included to reference the fact that it was included in Death Illustrated, where I found it, and then I partially reskinned it from there (added color and whatnot). The original can still be found on polycount I believe. the name is Hueztal or something like that... I can't remember off the top of my head, it was an unusual name.

#46: ..

by Mukkanovich on 12/31/2005 20:48 in Cube Engine - Zombie Mod

No zombie model on polycount sadly, but there's a T-Rex.

#47: ..

by Mukkanovich on 12/31/2005 20:48 in Cube Engine - Zombie Mod

No zombie model on polycount sadly, but there's a T-Rex.

#48: ..

by Wolf on 12/30/2005 23:35 in Cube Engine - Zombie Mod

try www.polycount.com to get some models to use for a proof of concept. the physics should be easy to change quickly for that aswell. not sure how many people would want to play something like this tho but u never know

#49: ..

by >_< Sauceofallevils >_< on 11/17/2005 23:32 in Models

Mystic you could just go to polycount and pick up some md2's, it would save you the converting time and they have some amazing models there. www.planetquake.com/polycount

#50: ..

by makkE on 11/06/2005 10:14 in Great Northern War Mod

To model on linux, you can use blender, or
you might try this program:
http://www.misfitcode.com/misfitmodel3d/
Iīd suggest blender, because it has a great uv-mapping toolset. Just the md2 exporter is a little bad.. look here

http://cube.snieb.com/node/105

To learn modelling, do some tutorials for the app you use, and look at other peoples models.

For making skins thereīs gimp of course.
tutorials on skinning:
http://www.sourceblog.net/page.php?file=/tuts/skin/Text/textskin

some good theoretical tutorials:
http://www.poopinmymouth.com/tutorial/tutorial.htm
other stuff:
http://www.planetquake.com/polycount/cottages/qbranch/tutorials.shtml

Canīt help you with coding, you might want to google "c++ tutorial" or something and read the source code.

#51: Re: MD3 for Sauerbraten

by Aardappel_ on 09/11/2005 23:24 in Sauerbraten engine development

excellent. You are added to the dev cvs.

As I said, please continue the integration I have started by means of the md3 class.

Other things I see you could do:

- you do not require data in dynent until you implement animation blending. So either just remove it there and keep it local in the render function, or use the same animstate struct that is already there.

- if you want people to be able to use md3's for mapmodels, items and such, you should implement VBO's for ANIM_STATIC (look at the md2 renderer and see how its done).

- generally, you want to have a good look at the md2 class, and see if there's any functionality of it you are not supporting. The more similar they are, the more people can choose between dm2 and md3 arbitrarily for any use

- minor issue: not all your code formatting corresponds to the rest of the sauerbraten code. Consistency above everything.

- we'll have to figure out the vwep thing later.. maybe if we switch to mostly md3s for players/monsters we can just ignore that md2's don't have any. We'll need 3rd person versions of the actual cube weapons?

In general, from your code it seems like you have taken the sauer coding philosophy to heart, though there's still room for improvement. As always, fixes, making things more robust, and refactoring for better code quality are more important when you work on sauer code than new features. Please do this as much as you can. New features, unless they are dead obvious and a very high functionality : code size ratio, should be discussed here first before implemented, especially if they affect the infrastructure of the engine (i.e. stuff in the "shared" part. Features which are confined to a module are less problematic.

I guess once drian has integrated stuff, we can look at the best md3 models that are worth integrating. If you go browsing on polycount, 2 things are important:
- the author readme states that it is free for non-commercial use somehow
- the model stays within a theme. I would like to keep the main FPS game more about monsters (as the current selection of md2s), less about realism. So any models that are scifi, realistic humans, or characters from existing games/cartoons/whatever, are not applicable.

One model that I really like that I have already seen is of a dragon... I think its one of the highest rating ones in there.

#52: On a related note...

by NightWind (a.k.a. mistermath) on 08/25/2005 00:32 in Covert .3ds to .md2

Is there a way to extract/convert .pk3 files to .md2s? I found a lot of Polycount's Quake 3 models I'd like to use in Sauer.

#53: Re: Screw You Change able model feature idea thingy!

by NightWind (a.k.a. mistermath) on 08/23/2005 22:45 in Most Wanted Feature

Who said we wanted to be hellpigs or rhinos? We who want changeable models would prefer more humanoid appearances. Heck, I myself want to use this Mega Man model I got from polycount, and it's as tall (if not more so) than the knight.

#54: Re: ..

by Aardappel_ on 08/23/2005 20:07 in Who can host servers?

there are not a lot of ready to go md2 weapon models around, but some of the polycount models have their own weapons if you look.. I think the "slith" is an example. These are 3rd person, not 1st person though.

#55: ..

by NightWind (a.k.a. mistermath) on 08/23/2005 19:21 in Who can host servers?

mukkan: I'm not Aard, but I'd try
http://planetquake.com/polycount/
They seem to have models for *EVERYTHING.*

And yes, the thing that makes Cube and Sauer so brilliantly successful is the ease of creating maps. You can go without new monsters for a time, but without new maps, gameplay gets stale FAST - for anything.

However, Cube and Sauer (mostly Sauer) could easily overtake most other engines if it was easier to add other elements as well, including (as everyone has said) player models.

#56: Re: well...

by tentus on 08/23/2005 03:20 in Who can host servers?

i started to once, before realizing how much work making a player model is. Seriously, making a player model in md2 is a wide open field, you have flexiblity and control out the roof, but it's extremely time consuming.

Personally, as a modeller, i believe that every poly counts and that the best way to make a modern looking model is to spend a long time looking for ways of optimizing and the spend even longer getting the skin perfect (the ogro is a prime example of needing extra skin time). Unfortunately, i haven't had that kind of time on my hands in over a year. A new format would help some people, but i'd probably end up returning to MD2 just because i'm so expirienced with Q2Modeller, and love being able to control each and every vertex.

As an interim fix for playermodel complaints, i'll try to rework the ogro skin so it's a bit prettier. Maybe it'll be good enough to include in Sauer (particulary if i can get the spine crease fixed).

Ultimately, a hand artist needs to sketch out a new player design, with general plans for the animations, and then turn that over to a modeller. Once the modeller is done with it, it needs to be turned over to a really talented skinner. A three person team is more likely to stay motivately thru the whole thing than just one person, and the combination of talents could produce better results in the end than just one person. This system has produced the best models on polycount, with exceptions of course, and i think we should try it here in Cube/Sauer.

#57: Re: well...

by Pxtl on 08/22/2005 23:57 in Who can host servers?

I don't know, I've seen some very nice md3s over on PolyCount. At least enough to populate a roster similar to Cube's.

The problem is that the more modern a platform you use, the smaller the roster of free, OSS content, editors, exporters, etc. md2 has a plethora of stuff. Q3 and Half-Life have a little less. Newer modeling formats (eg. UT2k4) would be damn hard to be compatible with because of the lack of rendering libraries. There are no open model platforms with a ton of free content except for the oldies.

Without artists, a platform doesn't take off.

Personally, my approach would be a barbaric one - start with Half-Life models (just because they're the most primitive and prevalent skeletal models I know of) and start adding extensions for nifty features (better texturing, etc.).

#58: well...

by Aardappel_ on 08/22/2005 23:11 in Who can host servers?

the problem is damn simple:

in the 5 or so years of cube's existence, NOT ONE ARTIST has stepped up to the plate to make better models.

The current models represent some of the better ones from polycount.

If someone want to do an entire set of new monsters, GREAT. Want to make em high poly? if you can work in 3ds max, I simply add my very high performance skeletal character animation code (works with a max exporter). md2 doesn't scale that well. You want to do it extremely high poly and know how generate bump/spec maps? Even better, I'll add support for rendering those too.

Alternatively I can add an md3 loader. But the characters available there aren't that much better than the md2s.

#59: ..

by makkE on 08/22/2005 21:36 in Who can host servers?

Oo I think this should if all only apply to Sauerbraten. I like cube for itīs simplicity, and given one plays the reasonable maps, it can be run on pretty old machines by now.
Thatīs a big plus itīs got.

They donīt look really shitty btw, most gamers donīt really care bout eye candy anyways. (at least those that like cube).

What exactly would you call highpoly renderering? Imho, Sauer models may be of a little higher polycount (double the amount maybe) but not neccesairily up to recent "modern" engineīs specs.. and itīs not neccesairily the polycount that makes a model look good, itīs the wise use of them in combination with a good skin. To me a poly saved is always a poly earned.

A little more.. agreed, but not a "hell lot more" :)

Looking at the beta thread, Aard said somewhere that more diversity in player models is considered for sauer..
Iīll certainly give it a try too, but only once md3 or something similar is in.. (md2 is a pain in the ...)

#60: Re: ..

by dcp on 08/17/2005 00:13 in new cube release... collect your stuff!

that's why the second rocket model on my cube stuff page was made... the one with the red caps really has too much polys.

i'll see what i can do but it will have to be constructed from scratch again and will take a while. reducing the polycount of the existing model is impossible.

#61: Hmm...

by Pxtl on 07/15/2005 05:12 in Sauerbraten - Bug reports

I realise it would double the polycount of maps, but would it be more effective to double-subdivide, at least as an option? That is, on each quad, you add a vertex in the middle located at the mean point of the 4 corners and then just split the surface into 4 tris, each try being one edge connected to the center vertex at its ends... that is:

*-*
|X|
*-*

As I said, it would double the polycount, but allow the rendering of such surfaces to be at least consistent, instead of each card deciding on it's own where to put the diagonal in the quad. At least as an option for users with power to spare.

#62: Re: ..

by tentus on 07/12/2005 02:15 in Cube Legends

crossbow? you mean the ordinary bow? yes, the slingshot is way overdue for a remake- i guess i should do that now while i'm thinking about it. i did not include the new sword model in the patch because i am not at all satisfied with it's skin. what exactly did you notlike about the bomb launcher? i felt that it was generic enough to fit in a medieval game- however, if other people think it's not, i'll make something new. weapons aren't that hard to do.

and yes, kudos to D.plomat, who found Ichabod long before me, though i would have found him on polycount eventually :) i really like that skeleton.

#63: Re: Textures and models

by da-mitaman on 06/08/2005 00:56 in Sauerbraten engine development

Aard,

These two sites have very nice textures and both authors have given me written permission to use these textueres in an open source game such as CUBE. I would be happy to forward Chris Zastrow's email to you if you so desire (I deleted Rorshach's when cleaning up my email, sorry).

Author: Chris Zastrow
http://www.planetquake.com/subverse/

Author : Kevin 'Rorshach'
http://www.planetquake.com/polycount/cottages/rorshach/index2.shtml

Please read this important note:

The author of textures within the "dg" folder in cube DOES NOT give permission to use his textures in an open source game such as CUBE. It has something to do with the way the textures are not "intergrated" into the game engine. Again, I would be happy to forward his email to you for your own interprtation.

Author: David Gurrea (textures in the DG folder).
http://www.davegh.com/blade/davegh.htm

I think it's great there are so many textures out on the web, but I think we all need to be 100% sure it's ok to use them.

Just thought I'd pass this information along.

As always - best wishes to this community.

MitaMAN

#64: ..

by yanqui on 06/05/2005 22:34 in Cheating

Why not bind a zoom macro to MOUSE3 or Z in the autoexec.conf on the next release so any noob can do it. If it were default I don't think people would feel as bad about it. Besides... I love instagib on a big map with zoom.
With noobs who don't know how to zoom it can give you 20+ kills over them, but when playing against experianced players (who do zoom) or skilled shooters you're usually within 3 or 4 kills.
Besides, sniping is one of the most enjoyable things (for me) about almost any game. But I don't know if people should have to know anything about scripting or cube to use it...

As far as other map models, I think ogro is about the easiest model to hit so far. I've used a couple other models just to make things interesting (a WW2 GI model, and a GIJoe model from polycount) and they were cool, but I my adverage kills dropped by like 10. The WW2 guy was almost impossible to hit. In order to find an easier model to hit you'd probabbly have to make one yourself. What a waste. But then again, I don't see the point in cheeting: a game is only fun if it's fair.

#65: Re: ..

by tentus on 05/17/2005 20:02 in Map Editing

finally got around to making that ivy model i said i would. i'll upload it... somewhere... hopefully today, but the point is, the performance change is huge. i got it to look very very similar, while cutting the vertex count down to 400 and the polycount to just under 800.

#66: ..

by makkE on 05/06/2005 15:22 in Map Editing

The Ivy model has insane polycounts, unfortunately.(1904) That makes a total of 67 088 polygons (including bridges) of which about 1/2-2/3 are permanently rendered in your map. +1000-10000 tris from the cubes...
You are reaching bout 4-6x q3 specs there.

Try to drastically reduce the number of ivy models.

Minlod, fpsrange and fog donīt do very much on my system here. Minlod at 100 but inactive in your map.
These tweaking options rather work at the lower end of systems.

The positive thing is see is that you at least do think about performance, unlike many others ;)

@dcp: Why didnīt you make at least the Ivy-leaves flat? They donīt need any volume. Would have saved ca. 700 tris.

#67: weapons

by dcp on 05/03/2005 00:01 in Map Editing

i don't know exactly what the polycount of my wapon replacements were... but they were a lot higher than the originals. and: they have 512x512px skins, these will work in cube too...

the most complicated thing was positioning them before exporting as .md2... in MS3D you will have to make the models point to the 'left' and mirror them to the y axis as far as i remember... but i'm not sure...

#68: Re: [Weapons] Addons/Editing

by tentus on 05/01/2005 00:02 in Map Editing

i'm not quite sure how you mean "kit", so i'm assuming you just mean a collection, a complete replacement, so here goes:

MD2 is the model format for all cube weapons, monsters, items, and mapmodels. They're skinned exclusively with Jpeg images, usually around 256x256 in size. i believe there is a md2 converter available for 3dMax, i've never needed it :) so i have no idea where it can be found. search http://www.polycount.com for it and maybe you'll come up with something under Quake 2.

as far as specs go: i think the facecount on the rifle is about 300, the vertex count being about 290 or something. shoot for around that, but i expect that'll prove difficult in MAX. oh well. study the original weapons and dcp's to get a good idea of how cube handles models.

#69: Re: ..

by tentus on 04/18/2005 05:10 in Super Cows for Cube

i believe so, makkE...

Firehazzard, the reason it's so hard to kill is simple: you're not hitting the bounding box. there's the conflict that the cow is much longer than it is tall, which is the opposite of the ogro.

really... this model needs some work. no, it needs a lot of work. the legs don't move. the skins (which aren't titled properly) looks like they were made in paint. the death animations are simple rolls. it's made up of basic shapes, so it has corners galore. i realize making a model takes a lot of work: i'm trying to make a player model myself. the only redeeming factor is the low polycount, but even that's not that great.

sit down with your modeller and see if you can't make this model a bit more detailed and animated. that's what i've been doing for a long time with my model. at least you've got a basis to work from now :)

#70: Found him...

by Pxtl on 03/21/2005 03:05 in Most Wanted Feature

http://www.planetquake.com/polycount/reviews/quake2/bunbun/bunbun.shtml

Revel in what is generally used as the bar to compare to for "worst model ever".

#71: ..

by makkE on 03/16/2005 01:11 in Most Wanted Feature

furthermore, in order to achieve "more detailed models" with reasonable polycount, modern engines use bumpmapping... not some poly raising subdivision... but cube ainīt a modern engine, it rather aims at being enjoyable on older systems aswell..

sorry for the double post...

#72: Re: avatars

by tentus on 02/23/2005 04:02 in Most Wanted Feature

but md2, the format in question, most certainly is not. .AQM supports bones, but is limited in that manner.

Visible guns is not a problem, if you are up to remaking the guns for every player model available :) That's why so many of the downloads on polycount are so large- they include several skins, several custom guns, with custom skins for those guns, and sounds too.

#73: ..

by makkE on 02/02/2005 14:25 in LoZ-Cube

speaking of modified ogros: The original ogro-package downloadable on polycount comes with 14 skins, many of them fantasy style, as well as basic skins to modify ;)

#74: As I understand it....

by Pxtl on 01/25/2005 03:47 in Cube In Cell-Shaded Style?

I've heard its pretty easy to do in 3DS-MAX, or so I've heard. Pushing the vertices along their normals is a simple operation there. There are two Quake 3 models that I know of, created in this style: Snoopy, and a generic female whose name escapes me. Take a look at Polycount.com for Snoopy and you'll see a good example to play with.

#75: Its doable.

by Pxtl on 01/24/2005 18:48 in Cube In Cell-Shaded Style?

I know how it works. There are two components - lighting isn't really a worry.

1) Outlined skins. This one's obvious - hard black lines everywhere. Optionally, you can use flat fills and fullbright to make a full "disney" cartoon effect, but for a nice comic-book compromise then black lines are the only skin change necessary.

2) Flipped models. Here's the trick: You take each model, and edit the model as follows:
a) clone the model on the spot.
b) invert the normals of the faces of the clone
c) push all the vertices outwards (or backwards, depending on how you look at it) by a value equal to the thickness of the black lines in the skins.
d) skin the clone in all black. You'll have to make a small black section in your skin and then stretch it to cover your whole outline clone.

The end result is that you've created a black shell around your model with its faces facing inwards. Since the inward faces effectively means only the backfaces can be seen, then the model has a black silhouette behind it at all times. This produces an outlining effect around all of the models.

Its a horribly inefficient way to do it, producing huge polycounts, flimmering, and other problems even when done well. But it works. That's the way you do it pre-shaders.

#76: Re: ..

by tentus on 01/24/2005 03:49 in New Map Models - More?

I personally use q2modeller, a very simple and easy (windows) program to learn, and free/ small download. It doesn't have hardly any vertex lossage, at least none that I've expirienced. But hey, I've only made a few dozen models, so I'm not completely sure. point of fact, my only two beefs are
a) it has to export to md2, it uses a seperate kind of quake model natively, and
b) it takes some effort to skin in. But this can be overcome with some ease.

Check out polycount.com and read their pages on quake2 modelling. it's interesting reading, and informative. they also have a huge collectio of md2 sprites, though Cube certainly doesn't need any beyond what it has. :)

#77: Re: Cube64?

by Pxtl on 01/21/2005 04:28 in General Thread

Go to Polycount.com and look for the models there - Quake 2 models are compatible substitutes for Cube models. Pick out models you like - the only one that can't be replaced is the Hellpig.

The only problem that remains is the weaponmodels - there aren't nice, cute replacements of those available.

#78: ..

by makkE on 01/17/2005 16:40 in Multiple questions.

md2 has a poly limit of 4096.
md2 can only have one material (one skin.jpg)
Always try to keep polycount low, as a guideline, cubes weapons have a max of 300 polys (the rifle) and mapmodels are about up to 200 I believe.. characters are about 600 polys I think...
You canīt build too complex stuff with md2 anyways, the vertex data is compressed, so tiny shapes for example will get crippled to some extend.

Any texture that has powers of 2 will work, although modern gfx cards can handle up to 2048x2048 (afaik), donīt go beyond 512x512 (unless very special cases, maybe) same goes for skyboxes.
Note that textures bigger than 256x256 will cause incompatibilities with voodo-based cards.
You can also do textures to fit a certain area, like 64x128 would cover a 2 cube high and 4 cube wide area..

Use milkshape3d to convert models, when doing so, be sure to add a joint to it and assign all vertexes, otherwise it wonīt export to md2.

BTW: "making a high speed game" I wonder how fast you want to get, considering that cube is already damn fast. ;)
Keep in mind that the faster the game, the more space youīll need in a map to enjoy gameplay. And Cube is somewhat limited in map size (unless you want maps to crawl at 20 fps on an average computer...)

#79: Re: ..

by dcp on 12/21/2004 07:13 in New Map Models - More?

a wire fence will be too high at polycount. if you make a good looking one...

#80: ..

by tentus on 12/18/2004 01:52 in Cube bots ver 0.1 done :-)

OK, I'm about ready to give up on my ogro replacement. My computer ate my file when I was ridiculously close to finished, so either I'll have to start completely over or give up. and with sites like http://www.planetquake.com/polycount/downloads/index.asp?game=1&sort=date&order=DESC offering tons of already finished models, giving up is looking increasingly attractive.

Any input? Should I give up completely, start over, or perhaps take a middle ground and simply edit an existing model?

#81: ..

by mikshaw on 11/28/2004 23:36 in please share your configuration tips

Each time you start cube, pick a random skin for each monster type....

I've downloaded a bunch of skins from polycount and made a few modifications to the included ones. I renamed all the skins in each monster's directory, including the original, to tmpXX.jpg (XX being a number, though it could be anything), and added the following to the cube_unix script (only works for the Linux client, but I'm sure something similar could be done for the bat file):

monsdir="${CUBE_DIR}/packages/models/monster"
for monster in bauul goblin hellpig knight ogro rat rhino slith; do
skinlist=`find "${monsdir}/${monster}/" -iname tmp*.jpg`
pic_array=($skinlist)
num_pics=`ls -l ${monsdir}/${monster}/tmp*.jpg | grep ^- | wc -l | tr -d ' '`
cp -f "${pic_array[$((RANDOM%num_pics))]}" "${monsdir}/${monster}/skin.jpg"
done

#82: ..

by makkE on 11/17/2004 11:53 in Most Wanted Feature

"so you can have charactors and weapons with more than 6000 triangles."

Md2 supports 4096 triangles. And suggesting polycount, this is way more than enough. The rifle has the highest count of the cube weapons with 299 polygons... One could use a little more nowadays, but I doubt that 6000 is still considered "Low-Poly"..

#83: To make sure ur Alone.

by jean pierre on 11/15/2004 14:31 in General Thread

Press TAB and you will see oh i ment(in my last post)Will in sauerbraten models and monster models still be .md2?

cause i like it as it is
heres a reason Polycount has .md2 and im having fun with models :P.

#84: Re: ..

by dcp on 11/04/2004 01:46 in Map Editing

yeah, but these at polycount are player-models, not mapmodels...

#85: Re: ..

by J-C-D-P-C on 11/03/2004 12:05 in Map Editing

polycount has plemty of quake 2 models... (.md2 is quake 2.)

#86: ..

by macher on 11/03/2004 10:49 in Map Editing

fps.brainerd.com didn't work and polycount has no md2 mapmodels.

Any other sites which can contain md2 mapmodels?

#87: Re: Look at PolyCount.

by J-C-D-P-C on 11/03/2004 02:57 in Map Editing

fps.brainerd.com

or something like that

#88: Look at PolyCount.

by Pxtl on 11/03/2004 02:47 in Map Editing

PolyCount has some map models, but I don't know if they have md2s.

#89: Wow, that's revolting.

by Pxtl on 10/08/2004 21:33 in General Thread

They mixed in a few of the Polycount player models. I noticed the old Johnny the Homniscidal Maniac model in one of the screenshots. That's a legal, lisenced character (the artist behind Invader Zim) - this could piss off some bigger fish than you, Aard.

#90: Re: OFFICE CUBE

by Pxtl on 09/23/2004 19:19 in new mod: Street Fighter Cube

*ahem*

http://www.planetquake.com/polycount/info/quake3/clippit/clippit.shtml

your wish is my command.

#91: milkshape

by j.c.d.p.c. on 08/16/2004 12:14 in Milkshape editing

Making a fully animated and skinned .md2 is very difficult. Go to www.polycount.com
and download the .md2s you want then name the skin file "skin" and convert it to a jpeg. To add new monsters, yes you would need to change the source code.

#92: Re: wwep

by dcp on 06/11/2004 22:44 in Most Wanted Feature

if you check out the original models on polycount, then you'll discover that most of them HAD their own weapon but they were removed when implemented in cube...

#93: Modeling

by X01 on 06/08/2004 10:25 in Models

From: X01
Date: 6.8.04

Oops, I posted an old link to the
software and tutorials page.
Here is the new links.

1. Quake2 Modeler
http://asp.planetquake.com/dl/dl.asp?q2pmp/q2mdlr9b.zip

2. Tutorials & links
http://www.planetquake.com/polycount/resources/quake2/tools.shtml

Sorry about that. :)

#94: Re: Children version ?

by e:n:i:g:m:a on 06/05/2004 05:13 in General Thread

Well,

If u are using the 2003 version, you can disable the gib corpses by specifing the -g option in the bat file

You can disable the guns by typing hudgun 0, but that doesn't address the bullet sparks, trails, or explosions

You can change the monsters to anything you want. (Look at polycount for quake 2 models)

And I believe you can get rid of blood by changing the file *cube*/data/martin/smoke.png to just a black square (but this will also get rid of the smoke trails too).
Alternatively, you can change it to any colour you want (like green) using a common photo editing tool such as Adobe Photoshop, but once again this also affects the rocket and shotgun trails

If you just want to change the guns to something a little more "unreal," I can't help you there, but check out DCP's hudgun and item replacements.

#95: Re: md2 Editor?

by Nazgul11 on 04/26/2004 02:52 in General Thread

Are there any free editors on http://www.planetquake.com/polycount/resources/general/tools.shtml?

#96: Re: md2 Editor?

by jcdpc on 04/26/2004 02:43 in General Thread

http://www.swissquake.ch/chumbalum-soft/
is good. just export as .md2 . Animations and skining are tricky, so if you want to do something more complex you might have an easier time with 3d Studio Max, which costs money. Milkshape is only good for 30 days, at which point you have to pay the $20 or try to crack it (which is illegal as well as unethical)
if you want something truly free look around here
http://www.planetquake.com/polycount/resources/general/tools.shtml
i'm sure you'll find something.

#97: ..

by Sauce on 04/02/2004 06:28 in Map Editing

i doubt t i went threw every md2 model in polycount on more then one occasion and i seen nothing like that:P

#98: ..

by SirLiveAlot. on 04/01/2004 21:46 in Map Editing

perhaps look here http://www.planetquake.com/polycount/downloads/ and maybe you'll get lucky.

#99: But alot of them have b/w textures...

by e:n:i:g:m:a on 02/24/2004 02:30 in Skins/Updates

Hey, I started downloading some models from Polycount, and I like them, but I downloaded some of the droid/mecha models, and they had grayscale PCX textures. For the ones that had color ones, I simply fired up photoshop, and converted it to a JPEG file. Is there something that I did wrong for the Grayscale ones, or some program that I need to veiw them and make them cube-compatable?

#100: Re: Are there any more?

by pushplay on 02/23/2004 19:39 in Skins/Updates

Polycount is the authority on game models.

http://www.planetquake.com/polycount/

Quake 2 section.

#101: Switching out models

by Sac Lunch on 02/13/2004 19:45 in Skins/Updates

Im sure Im asking the same question that has been asked before. Im using the Cube in a class project and I need to add 6 new skins. I have found them at polycount.com but I am not sure how to import them or make them show up. I figured out the texture files and I am curious if it works the same for the characters too? Any and all help will be welcomed.

Thanks,

Sac

#102: Download models

by pushplay on 07/20/2003 04:25 in Developers Corner

http://www.planetquake.com/polycount/

Quake2 section.

#103: ..

by Frank__i (Flameshot leader) on 06/14/2003 22:05 in General Thread

md2 files .

You can get cool skins at www.planetquake.com/polycount

#104: ..

by skaus@nothome on 05/08/2003 13:35 in CubeCTF - release!

Team emblem models should take me about five minutes to make, if you need it.

polycount.com has lots ofq2 player models that\'s good for monsters etc btw.

#105: Re: well

by *spentron* on 04/01/2003 19:33 in Why doesn't anyone USE the terrain features?

"to ensure that the hilltop isn't completely flattened"

Problem is now it may turn into a column when the LOD kicks in, which is far worse.

"Would it be hard to make another form of heightfields"

Interesting idea.

As to the apples vs. Cubes comparison, I really don't know how many polys or anything Serious Sam pushes, but I do know its CPU requirement is higher than even Cube with the polycount way higher than usual. Only one measure of performance there though no doubt.

#106: deep

by *spentron* on 03/28/2003 20:58 in Why doesn't anyone USE the terrain features?

Wondering if a normal terrain engine is also larger scale.

Cube has some problems with rooms/spaces past a certain size. Maybe can be improved. Also could be improved by fog occlusion, not that that's good.

The current LOD improves framerate but causes nasty artifacts, for example a bit of heightfield turning into a column to the sky. The artifacts could be changed.

Cube editing makes it easy to create lots of polygons. Several of my maps show the current limits of distance and reasonable polycount (tested by crap CPU method ;) ). Space, main room, was started on Cube version 6-24-02 and had to be reduced slightly upon switching to 10-16-02 version. Better performance would be desired for DM. Also could increase minimum hardware specs (map effect on performance doesn't just affect Cube, try Alice or FAKK2, Q3 engine based, on a machine that barely plays Q3A).



#107: Re: What good are models ?

by Al_Capone on 01/19/2003 08:15 in Most Wanted Feature

The model is on Dear sweat VerbalC website http://cubestuff.cjb.net/ The models aren't really that smooth, I just render higher polycount for preview only.

#108: Re: Custom models, skins

by pushplay on 10/28/2002 07:41 in General Thread

models:
http://www.planetquake.com/polycount/downloads/index.asp?game=1&sort=date&order=DESC
textures:
http://www.planethalflife.com/wadfather/

#109: you need this

by pushplay on 09/27/2002 04:26 in Model Editing

http://www.planetquake.com/polycount/resources/quake2/index.shtml

#110: Re: so u mean its a M203

by Al_Capone on 07/13/2002 04:23 in General Thread

More like this http://static.howstuffworks.com/gif/grenade-2.jpg but you right, it's a M203, its not high polycount ofcourse, I wonder if they are easy to make.

#111: ..

by Darthvim on 05/21/2002 16:37 in Most Wanted Feature

would be great if in the next version is a menue to select a player modell which can be seen by the other ones

(i mean everyone can use individul player model which were delivered with cube)

you can get some very good ones from www.polycount.com

#112: playermodels

by Darthvim on 05/18/2002 19:50 in Most Wanted Feature

would be great if in the next version is a menue to select a player modell

you can get some very good ones from www.polycount.com

#113: I found some free models

by Al_Capone on 04/20/2002 07:26 in General Thread

Not sure how you can lower the polycount thoe.

http://www.cg-fantasy.com/downloads.php?dltype=textures

#114: Re: large models

by Al_Capone on 04/20/2002 02:10 in new classic SP gameplay discussion/feedback

You mean the one with a polycount so high it renders them corrupt ?

#115: aard

by pushplay on 04/12/2002 07:15 in new classic SP gameplay discussion/feedback

You looking for something like this little axe weilding imp?

http://www.planetquake.com/polycount/downloads/index.asp?model=425

#116: Re: contributing...

by pushplay on 03/21/2002 00:16 in Is there anything I can contribute ?

Models are in the quake2 md2 format.

http://www.planetquake.com/polycount/resources/quake2/index.shtml

#117: Player Models

by Maur on 02/04/2002 02:44 in Most Wanted Feature

Well, after spending a good two hours on polycount and various md2 sites, it occured to be that a fairly simple way to choose players models, when you can't be sure than everyone will have the same models, is to use comon filenames. The default model used would still be skin.jpg+tris.md2, but if, say, the game found skin2.jpg+tris2.md2, it would use that skin for player 2, and skin3+etc for player 3. That would also be usable to song cycling...

#118: rick

by Aardappel on 02/01/2002 02:09 in good "free media" sources?

polycount is where all the player/monster models already come from.

That audio site sounds cool.. I submitted a request for pain/death grunts, now lets see what happens :)

#119: Polycount

by rickclark on 01/31/2002 05:51 in good "free media" sources?

You probably know about this, but Polycount has a bunch of models:

http://www.planetquake.com/polycount/

#120: Modeler

by shahar2k on 01/11/2002 11:33 in Modeler

he's ok... I guess.
try out Dark Horizon's site, he only did the skins, but, he's GOOD, plus he works only with the best modelers.

http://www.planetquake.com/polycount/cottages/darkhorizon/


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