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polycount
Posted: Wed May 03, 2006 1:38 pm
by CheapAlert
apparently they ditched the whole player models thing in favor of a lazy forum portal.
:\
I think it's time for someone (me?) to create a spiritual successor thats q3/q4 focused
Posted: Wed May 03, 2006 1:49 pm
by o'dium
Polycount (the site not forums) went right down hill as soon as id software made it retardedly hard to use custom models in games... Quake 3 sucked ass for it, and Quake 4 is even harder...
Posted: Wed May 03, 2006 5:34 pm
by Hipshot
o'dium wrote:custom models in games...
_their_ games :)
Problem with polycount was that it was to focused around iD :)
Posted: Wed May 03, 2006 5:56 pm
by CheapAlert
it had a few ut2k4 and hl models tossed in, but the queue got too big because the "reviewers" didn't have those games. The queue had models all the way back to 2002, even
Posted: Wed May 17, 2006 4:39 am
by digibob
o'dium wrote:Polycount (the site not forums) went right down hill as soon as id software made it retardedly hard to use custom models in games... Quake 3 sucked ass for it, and Quake 4 is even harder...
Do you for a minute think that id deliberately make it difficult to add models to their games? ( not that i'm saying it _is_ difficult ) What about these games exactly makes it so difficult to add models?
Making it difficult for their own development staff to add anything to the game would just be retarded, mod teams aren't the only people making assets you know.
Posted: Wed May 17, 2006 5:35 am
by Kat
digibob wrote:...Making it difficult for their own development staff to add anything to the game would just be retarded, mod teams aren't the only people making assets you know.
Be expecting a barrage of 'squeaky gates' when QW is released

Posted: Wed May 17, 2006 10:17 am
by o'dium
They made it harder to stop cheaters, pretty much.
But it killed off the custom skin feeling that Quake 2 had didn't it?
Posted: Wed May 17, 2006 11:23 am
by R. Tetzlaff
o'dium wrote:Polycount (the site not forums) went right down hill as soon as id software made it retardedly hard to use custom models in games... Quake 3 sucked ass for it, and Quake 4 is even harder...
Quake3 had tons of cool custom models and was the driving force behind Polycount until UT2003/04 came. And it isn´t that hard to use models also.
What´s so hard about Quake4 custom modelling is the need to produce those high-detail models for the normal maps.
Posted: Wed May 17, 2006 2:47 pm
by digibob
o'dium wrote:They made it harder to stop cheaters, pretty much.
I can only assume you mean the fact that stuff is pure checked against the server. Would you prefer that people could use fullbright skins and suchlike?
Posted: Wed May 17, 2006 3:17 pm
by hemostick
Brightskins are one thing, spiked models are another

Posted: Wed May 17, 2006 3:36 pm
by o'dium
digibob wrote:o'dium wrote:They made it harder to stop cheaters, pretty much.
I can only assume you mean the fact that stuff is pure checked against the server. Would you prefer that people could use fullbright skins and suchlike?
All I know is i liked fighting as boba fett while another guy was a big smurf.
How many times did that happen in Quake 3? Never
I know it had a problem because people cant be trusted, i know you could have bright skins and the like... But damn, i kinda made me upset, i was looking forward to even more crazy models.
Posted: Wed May 17, 2006 4:02 pm
by corsair
o'dium wrote:
How many times did that happen in Quake 3? Never
Not boba vs smurf specificaly, but it reminds me of the chickenteam's mappack that came with the S_T_B chicken model, which was being played with sometimes - that rawked.
fyi;

Posted: Wed May 17, 2006 4:02 pm
by AEon
The Q4 models sure are boring...
One of the things I really liked about Q3A vs. UT at the time were the totally superior and far more diverse player models. In that respect Q4 remindes me of the "bad old" UT days.
Models like Klesk or Crash

would be neet in Q4.
Posted: Wed May 17, 2006 4:21 pm
by o'dium
Crash with updated Doom 3 style armor? Yes please.