which I'm not sure if there's a solution I should have looked into, like turning them from .tga to .jpg or something.
After a texture is loaded, there is absolutely no difference between tga or jpeg, except than some tga can have an alpha channel.
The FPS drop should come from something like this:
- the new 512x512 skin use too much memory, and some texture are stored in RAM instead of VRAM
- the shader used for thoses textures don't allow mipmapping
Yes, that would be great if users could choose the model quality
@ ==diop :
Welcome to the forum
Well, I have never dealt with animated models, and the original authors are far away...
Sorry, but you will have to find most of answer by yourself...
I'm sure it's possible to export with Gmax or something like that, but that's not the software I use for modeling (mine has still not good support for md3 animation).
About the polycount, it will be very hard to add poly to weapon, since they already have plenty... The remington58 have 1039 tris for example. Note that weapon you have in hand are more detailed, than weapon in other's hand, and weapon droped on the ground.
So if you are gonna try to make new weapon models, like Futsin said: check frequently your r_speed
About the hands model, that's right that they could be more realistic at very low cost, especially the arm part.