I'm planning to develop a mod for Return to Castle Wolfenstein, but I have some preliminary questions first. I'm familiar with modeling in 3ds max, so my main concerns have nothing to do with how to model things. My goal is to create a mod that can smoothly at 60 fps on my computer (RtCW itself runs at about 20-25 fps at full detail), so I'd appreciate any information on the following:
• What is the average polygon count for character models in Return to Castle Wolfenstein? If possible, list the polygon counts for each individual character model.
• What is the average polygon count for maps in Return to Castle Wolfenstein? And yes, I know that what really matters is how many polygons are on-screen at once.
• What is the average polygon count for weapon models?
After seeing what can be accomplished with extremely low numbers of polygons while watching Icons on G4, I'm much more motivated to make an attempt at a mod now. According to the developers at Core (the makers of the Tomb Raider series), Lara Croft's character model in the original Tomb Raider was only composed of about 180 polygons. That's rather impressive. Sure, the character model was somewhat crude, but it got the job done.
Anyway, I'd really appreciate any help finding answers to the above questions. I was planning to keep my character models under 500 polygons each, but - if the normal RtCW models are around 500 - I'd rather shoot for even lower numbers. If my textures are done well enough, I'm sure the low polygon counts will be quite excusable.
C'mon…someone has to know. Is there a way to open up the models in 3ds max or something? I wouldn't even know where to start when it comes to working with the game's existing models.