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Sir Phoenixx

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About Sir Phoenixx

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  1. Sir Phoenixx

    Just looking for an opinion

    For doom, it looks alright. For a real 3d game, no.
  2. Sir Phoenixx

    Bug?

    I've tried that already, most of it is fixed... The only thing is that the ceiling lights in a few spots are sitting on the floor (and they block a few paths), and the corpses are still solid and block certain places. I've got whacked and dehacked, what value(s) do I need to change to put the lights on the ceiling where they go and make the corpses not solid? (btw, that's not hacx's homepage (http://www.doomwadstation.suhost.com/hacx/hacx.html), hacx's homepage is http://www.sonic.net/~nostromo/hacx)
  3. Sir Phoenixx

    3d Modeler

    4096 Polygons? That's almost 3 times more then MD3's limit...
  4. Sir Phoenixx

    3d Modeler

    You'll notice I asked "btw, does the md2 format or zdoomgl have a polygon limit? if so what is it?" These are just the models... (made for mod(s) on Quake 3 Arena) Dakota Longbow: http://planetcnc.com/phx/stuff/longbow_1.jpg http://planetcnc.com/phx/stuff/longbow_2.jpg Izhmash sv-98: http://planetcnc.com/phx/stuff/sv-98_1.jpg http://planetcnc.com/phx/stuff/sv-98_2.jpg SR-25: http://planetcnc.com/phx/stuff/sr-25_1.jpg http://planetcnc.com/phx/stuff/sr-25_2.jpg http://planetcnc.com/phx/stuff/sr-25_3.jpg Ka-Bar Combat Knife: http://planetquake.com/liquiddesign/SP/kabar.jpg Mark 23: http://planetquake.com/liquiddesign/images/1337_mark23.jpg M1 Tactical: http://planetquake.com/liquiddesign/SP/m1.jpg Colt M4a1: http://planetquake.com/liquiddesign/SP/m4a1.jpg http://planetquake.com/liquiddesign/images/m4a1.jpg http://planetquake.com/liquiddesign/SP/m4a1_withhandle.jpg http://planetquake.com/liquiddesign/SP/m4a1_withscope.jpg HK MP5/10 (with silencer): http://planetquake.com/liquiddesign/SP/mp5-10_silencer_larger.jpg HK MP5/10 (with flashlight): http://planetquake.com/liquiddesign/SP/mp5-10_flashlight.jpg HK MP5/10 (with laser): http://planetquake.com/liquiddesign/SP/mp5-10_laser.jpg HK MP5/10 (no attachments): http://planetquake.com/liquiddesign/SP/mp5-10_noattachments.jpg Steyr TMP: http://planetquake.com/liquiddesign/images/1337_steyr-tmp.jpg FN M249 SAW(minimi): http://planetquake.com/liquiddesign/images/ld_m249saw.jpg Typhoon (russian sub): http://planetquake.com/liquiddesign/images/typhoon_front.jpg Typhoon (with tubes open): http://planetquake.com/liquiddesign/images/typhoon_tubes.jpg Typhoon (the mirv): http://planetquake.com/liquiddesign/images/typhoon_mirv.jpg (made for mod(s) on Half Life) WW2 Artillery: http://planetquake.com/liquiddesign/images/egm_artillery.jpg WW2 .50 cal machine gun: http://planetquake.com/liquiddesign/images/egm_machinegun.jpg WW2 German Tank: http://planetquake.com/liquiddesign/images/egm_tank.jpg WW2 Russian Tank(i think...): http://planetquake.com/liquiddesign/images/egm_tank2.jpg
  5. Sir Phoenixx

    Bug?

    The version of hacx I got comes with "dhacx.exe" and "hacx.deh" are these what you're talking about?
  6. Sir Phoenixx

    Bug?

    I have HacX, when I play it in ZDoomGL (You know, using the "-file hacx.wad" command on the shortcut) I get at least 3 "bugs". 1. Corpses on the floor (not the ones that I've killed, they appear to be part of the map) are solid and sometimes block hallways/tunnels. Is there an option that I can turn off/on to make it so that these aren't solid? 2. Some sprites like chairs, lamps, etc. appear to fall over indefinitely (or at least rotate on it's x axis indefinitely). Why do they rotate and what do I do to get them to stop? 3. #2 Appears ALOT. 95% of the time this appears in places where they shouldn't be.
  7. Sir Phoenixx

    3d Modeler

    I'll post some screenshots of some of my previous work if you like... (btw, does the md2 format or zdoomgl have a polygon limit? if so what is it?)
  8. Sir Phoenixx

    3d Modeler

    I was wondering how active this port is? Is there work still being done? (Is it still alive?) If this is still alive, do you need a 3d modeler for the weapons/objects/whatever?
  9. Sir Phoenixx

    A few questions...

    Well, with .md3 (Quake 3), you have a limit of 1500 polygons, 10 objects, with 1000 vertices per object (max of 10,000 vertices for the entire model. Not counting each vertex only once, Quake 3 counts each time a line connects to a vertex, so having 2 polygons connecting to a vertex (kind of like this: >< ) would count as 4 vertices). I'd guess it would be less than .md3's limits...
  10. Sir Phoenixx

    A few questions...

    Anyone? Does anyone know the polygon counts for the models that are being used in zdoom?
  11. Sir Phoenixx

    A few questions...

    What are the average polygon counts for the weapons? characters? other stuff? And is there a polygon limit for the md2 model files? Or zdoom?
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