Quake II RTX

Quake II RTX

Townscaper model in Quake 2
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"Playing around with Townscaper (where I'm basically crossposting now: https://steamcommunity.com/sharedfiles/filedetails/?id=2379253779 ) I tried to get Quake to load a BIG 400000 polygon monster model... and to my surprise it didn't just work, but even with 4 instances there was no notable slowdown... and the result just looks great!

The way I did this is by creating a mod which has a misc_model entity, then feeding it MD3s compiled with NPherno's MD3 Compile. In order to get it to load any model this big I wrote a little utility which takes an OBJ file and translating into into the ASE format accepted by MD3 Compile, while splitting the model into 30 groups with 8192 faces each per MD3 and if necessary multiple files which are loaded using multiple entities.
The code is very rough, but if anybody wants it I can post it, along with another utility which I use to set the path and texture automatically (saves a bunch of time not having to do it through MD3 Compile's slightly clunky interface).
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2 Comments
Hans Schmucker  [author] Apr 5, 2021 @ 6:30am 
I wrote my own little converter to turn the OBJ I got from NinjaRipper into a series of MD3s ready for Q2RTX: https://github.com/hansschmucker/Q2MdlGen
It's not very elegant but it can parse a map for a model_spawn entity pointing to an OBJ, convert that obj and add one or more entities to the map that when put together form the content of the initial OBJ.
Periapsis Mar 20, 2021 @ 7:07pm 
How did you import the model?