Furaeon@Posted: Fri Aug 19, 2005 5:22 am :
With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?
Image

Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O



kat@Posted: Fri Aug 19, 2005 2:54 pm :
Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)



qkennyq@Posted: Fri Sep 22, 2006 7:23 am :
kat wrote:
(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 5:12 pm :
The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source ... source.zip



Furaeon@Posted: Fri Aug 19, 2005 6:22 am :
With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?
Image

Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O



kat@Posted: Fri Aug 19, 2005 3:54 pm :
Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)



qkennyq@Posted: Fri Sep 22, 2006 8:23 am :
kat wrote:
(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 6:12 pm :
The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source ... source.zip



Furaeon@Posted: Fri Aug 19, 2005 6:22 am :
With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?
Image

Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O



kat@Posted: Fri Aug 19, 2005 3:54 pm :
Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)



qkennyq@Posted: Fri Sep 22, 2006 8:23 am :
kat wrote:
(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 6:12 pm :
The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source ... source.zip



Furaeon@Posted: Fri Aug 19, 2005 5:22 am :
With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?
Image

Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O



kat@Posted: Fri Aug 19, 2005 2:54 pm :
Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)



qkennyq@Posted: Fri Sep 22, 2006 7:23 am :
kat wrote:
(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 5:12 pm :
The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source ... source.zip



Furaeon@Posted: Fri Aug 19, 2005 5:22 am :
With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?
Image

Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O



kat@Posted: Fri Aug 19, 2005 2:54 pm :
Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)



qkennyq@Posted: Fri Sep 22, 2006 7:23 am :
kat wrote:
(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 5:12 pm :
The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source ... source.zip



Furaeon@Posted: Fri Aug 19, 2005 5:22 am :
With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?
Image

Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O



kat@Posted: Fri Aug 19, 2005 2:54 pm :
Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)



qkennyq@Posted: Fri Sep 22, 2006 7:23 am :
kat wrote:
(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 5:12 pm :
The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source ... source.zip



Furaeon@Posted: Fri Aug 19, 2005 5:22 am    Post subject: Tinkering with Q3 skinning.: With all the talk about the Q3 engine being GPL'ed in the very near future, i started playing with skinning for it. Now, all I really did was edit the blue team skin for sarge (which is quite obvious), but I found that Q3 seemed to have no problem accepting a 1024x1024 jpg for a skin! I left the body alone more or less, but the face I rebuilt (or rather, i am in the process of rebuilding it). Does anyone happen to know the engine's limit for texture resolution?


Here's the texture in question, if you want to take a look at it in all its not-my-property-ness.
http://www.tascforce.org/phpbb2/images/hosted/sarge1024.jpg

This really makes me miss the time when textures were single images and didn't need specular, normal, add, and heightmaps. back when shader files were simple >:O
_________________
"No point in mentioning these bats," I thought. "The poor bastard will see them soon enough."



kat@Posted: Fri Aug 19, 2005 2:54 pm    Post subject: : Technically I don't think there is a limitation in the Q3 engine itself, it's related to hardware iirc which generally, for cards for GF5 or above, support 2048. 1024 is a 'safe' maximum, but keep in mind that Q3 *will run* on lower spec'd machines (we're talking P300's here) which have GF1/2, voodoos, and other early GF cards that they may not be able to use textures of that res, esp if there's a lot of them.

Q3 is prettly tollerant over all of high content; I've seen character models using 2000+ polys (Q3 defaults around 900) using several 1024s. We've also used the odd 1024 for textures in maps (usually terrain).

(on a personal note, I'm interested in the Q3 release as well)
_________________
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qkennyq@Posted: Fri Sep 22, 2006 7:23 am    Post subject: :
kat wrote:

(on a personal note, I'm interested in the Q3 release as well)


gpl on q3? that might get me moving again.



Black Dog@Posted: Fri Sep 22, 2006 5:12 pm    Post subject: : The q3 source has been out for a while now.

ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip