Skip to content

Commit

Permalink
doc: Update MD3 limits information
Browse files Browse the repository at this point in the history
Maverick removed many MD3 export limits as Quake 3 does not enforce
them (they were from Quake 3's code/qcommon/qfiles.h).

Add the actual Quake 3 Vertex and triangle limits.
  • Loading branch information
zturtleman committed Oct 8, 2019
1 parent 89553b5 commit 6a18d05
Showing 1 changed file with 20 additions and 9 deletions.
29 changes: 20 additions & 9 deletions doc/html/olh_quakemd3.htm
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ <h2>Contents</h2>
<li> <a href="#shaders">Shaders</a> </li>
</ul>
<li><a href="#md3limits">MD3 Limits</a> </li>
<li><a href="#quake3limits">Quake3 Limits</a> </li>
</ul>
<h2><a name="modeltypes"></a>Model Types</h2>

Expand Down Expand Up @@ -570,15 +571,25 @@ <h2><a name="md3limits"></a>MD3 Limits</h2>
</li>
<li>The group name and point name cannot be longer than <span
style="font-weight: bold;">63</span> characters.</li>
<li>Maximum of <span style="font-weight: bold;">1024</span>
animation frames</li>
<li>Maximum of <span style="font-weight: bold;">16</span> Points
(Quake 3 Tags)</li>
<li>Maximum of <span style="font-weight: bold;">32</span> Groups</li>
<li>Maximum of <span style="font-weight: bold;">256</span> Textures
per Group</li>
<li>Maximum of <span style="font-weight: bold;">8192</span>
</ul>

<h2><a name="quake3limits"></a>Quake3 Limits</h2>
<p>
Quake3 only supports a limit amount of geometry. These are outlined below.
Other games may have different limits. You should get a error message in
the Quake3 console if your model has more geometry than the Quake3 limit.
</p>
<ul>
<li>Maximum of <span style="font-weight: bold;">1999</span>
Triangles per Group</li>
<li>Maximum of <span style="font-weight: bold;">4096</span>
<li>Maximum of <span style="font-weight: bold;">999</span>
Verticies per Group</li>
</ul>
<p>Vertexes in MM3D are shared between materials and texture coordinates.
Exporting to MD3 may have a greater number of vertexes. You cannot solely
go off of the vertex count displayed in the editor.</p>
<p>.skin files in Quake3 have a limited number of groups. More than that
will cause Quake3 to write memory out of bounds and may cause issues.</p>
<ul>
<li>Maximum of <span style="font-weight: bold;">32</span> Groups</li>
</ul>

0 comments on commit 6a18d05

Please sign in to comment.