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Quake 4

Submitted by codyalday on
Forum

Just wondering if anyone knows the tri count for this game, players, guns ect. Need to know this for a mod that might be created for it. Thankaz in advanced.

Submitted by LiveWire on Mon, 03/10/05 - 7:03 PM Permalink

don't know, but it's running on the Doom 3 engine so it might be simular to that, though it looks a little more detailed than doom

Submitted by Tron on Tue, 22/11/05 - 3:08 PM Permalink

Hmm, this topic is a month old but this seems to be a quiet forum anyway so I don't think bumping this up matters. ;)

The Q4 engine shares most of the D3 console commands. To see how many tris are in a given scene bring down the console (ctrl-shift-tilda from memory) and enter the command

r_showprimitives 1

That will start keeping count in the console of various stats, including how many tris are in view.

To get an idea of how that detail is used in a scene type

r_showtris 1

That will outline all the tris in view with a white line.

To turn those features off you just re-enter them but with a 0 instead of the 1.

Now for the weapons and suchlike.

If you have a modelling program that is capable of opening lightwave and ase files, then you can simply open them in your modelling program and look at their stats (the pack files all the game files are in are simply renamed zips)...if your modelling program of choice CAN'T open those files natively then you will have to go the long way round.

Open up the editor (if you are planning a mod I assume you already know how to do this)

Rightclick in the canvas area of the editor and select the newmodel option.

Select whatever model you want to examine and place it.

From the toolbar click Selection-Export-Export to Obj

You will now have that model converted into a .obj file that almost any modelling program should be able to import.

If you don't have any modelling program whatsover just goto http://www.blender.com and download a copy of that since it is freeware and will do the job.

Any more questions? :)

Submitted by Makk on Tue, 22/11/05 - 10:53 PM Permalink

quote from the q4 sdk website-
"You are going to need to model your character in both high poly and in low poly. For the low poly, our creatures ranged from 500 polys on some of the lower range creatures on up to 5000 to 6000 polys for some of the bosses. The high poly models ranged anywhere from a few thousand polys on up to millions of polys"

http://www.iddevnet.com/quake4/ArtReference_CreatingModels is an excellent resource for creating normal mapped characters

Submitted by codyalday on Tue, 22/11/05 - 11:21 PM Permalink

Thankaz for that Tron and Makk, going to helps heaps.

Submitted by Tron on Wed, 23/11/05 - 11:15 AM Permalink

Glad to be of help.

Of course, Makk had to take the sensible option and find the information already listed without all the malarky I was going to put you through! ;)

For any Q4 related technical questions you would be best off heading towards iddevnet.com (which Makk linked to) or http://www.doom3world.org/ which is a massive forum on the D3 engine with sections for Q4 specific stuff.

Submitted by codyalday on Wed, 23/11/05 - 10:20 PM Permalink

Sweet, thankaz once again Tron, going to help emensly.

Posted by codyalday on
Forum

Just wondering if anyone knows the tri count for this game, players, guns ect. Need to know this for a mod that might be created for it. Thankaz in advanced.


Submitted by LiveWire on Mon, 03/10/05 - 7:03 PM Permalink

don't know, but it's running on the Doom 3 engine so it might be simular to that, though it looks a little more detailed than doom

Submitted by Tron on Tue, 22/11/05 - 3:08 PM Permalink

Hmm, this topic is a month old but this seems to be a quiet forum anyway so I don't think bumping this up matters. ;)

The Q4 engine shares most of the D3 console commands. To see how many tris are in a given scene bring down the console (ctrl-shift-tilda from memory) and enter the command

r_showprimitives 1

That will start keeping count in the console of various stats, including how many tris are in view.

To get an idea of how that detail is used in a scene type

r_showtris 1

That will outline all the tris in view with a white line.

To turn those features off you just re-enter them but with a 0 instead of the 1.

Now for the weapons and suchlike.

If you have a modelling program that is capable of opening lightwave and ase files, then you can simply open them in your modelling program and look at their stats (the pack files all the game files are in are simply renamed zips)...if your modelling program of choice CAN'T open those files natively then you will have to go the long way round.

Open up the editor (if you are planning a mod I assume you already know how to do this)

Rightclick in the canvas area of the editor and select the newmodel option.

Select whatever model you want to examine and place it.

From the toolbar click Selection-Export-Export to Obj

You will now have that model converted into a .obj file that almost any modelling program should be able to import.

If you don't have any modelling program whatsover just goto http://www.blender.com and download a copy of that since it is freeware and will do the job.

Any more questions? :)

Submitted by Makk on Tue, 22/11/05 - 10:53 PM Permalink

quote from the q4 sdk website-
"You are going to need to model your character in both high poly and in low poly. For the low poly, our creatures ranged from 500 polys on some of the lower range creatures on up to 5000 to 6000 polys for some of the bosses. The high poly models ranged anywhere from a few thousand polys on up to millions of polys"

http://www.iddevnet.com/quake4/ArtReference_CreatingModels is an excellent resource for creating normal mapped characters

Submitted by codyalday on Tue, 22/11/05 - 11:21 PM Permalink

Thankaz for that Tron and Makk, going to helps heaps.

Submitted by Tron on Wed, 23/11/05 - 11:15 AM Permalink

Glad to be of help.

Of course, Makk had to take the sensible option and find the information already listed without all the malarky I was going to put you through! ;)

For any Q4 related technical questions you would be best off heading towards iddevnet.com (which Makk linked to) or http://www.doom3world.org/ which is a massive forum on the D3 engine with sections for Q4 specific stuff.

Submitted by codyalday on Wed, 23/11/05 - 10:20 PM Permalink

Sweet, thankaz once again Tron, going to help emensly.