wow, a REAL modeler unlike the ass hats I worked with for HaloUT. If I were you I would snag this guy. :) . And if any of my HaloUT members are out there.. you guys suck... do your own work you hippies.Quote:
Originally Posted by MaxSMoke
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wow, a REAL modeler unlike the ass hats I worked with for HaloUT. If I were you I would snag this guy. :) . And if any of my HaloUT members are out there.. you guys suck... do your own work you hippies.Quote:
Originally Posted by MaxSMoke
Thanks for the offer but atm i'm good. Maybe in the future you will get a email from me. :)
Anyways small update for everybody. After a good day of rewriting my md2 loader in c (yes I know, shameful, should be cpp but i am waiting on a full rewrite), I now can finaly load, animate and render md2 models on the psp. There is still some work to be finished regardind child models (like the gun in the players hand) and etc but the larger chunks are done.
I plan to suport md3 & md4 in the future but i've given up on having it done anytime soon (so it might be in january/febuary).
Yo, Took some quick pics. Nothing mazing, its just showing the model spawing at the first spawn point the map.
Hey, it's looking good PSmonkey! Keep up the good work! :)
I recognize the model. Its a quake 2 model... but I dont remember it looking so.... bland.
1timeuser,
You are right on the mark. It is a quake 2 model. MD2 = Quake 2 model format. ^.^
Actualy the model is named "invader" which was one of my favorite quake models.
I have not spent a whole lot of time comparing for issues but its posible the lack of lighting on the model is what makes it look so bland. Quake 2/3 would read in information based on your location and light the model accordingly to match the world. I am very unsure I will accomplish this any time soon.
Its also posible I just picked the worse texture of the bunch. The model had many textures (others I more prefer but for testing purposes I quickly grabbed the first one).
--edit--
Also he is still missing his gun!! :P I'll have the children model system all sorted out by tomorrow (so I can spawn a main model IE player then spawn the gun as a child and by updating and rendering the main model it also handles updating the child model in sync).
--edit2--
Here is the authors website for the invader model. There are some pictures on his site to show off what its like when playing quake 2. As well there are pictures of all the different skins for the model.
http://www.alternatedimension.com/invader.html
As I understand it, you plan on having full Model and Level support for Quake3 based components, right? But what kind of 3rd party code support could this conceivably have? For instance, let's say I talked a programming buddy into doing the weapons and monster code, could we conceivably use your engine to build our own little shooter out of?
I imagine, if done right, this could do for 3D games what Lua already does for 2D ones! Just imagine a whole host of 3D shooters and adventure games, all freely available, for the PSP! The possibilities are mind blowing!
(looks like I might need to learn how to convert my work to Q3 soon!)
I believe that is the final plan... eventually :)Quote:
Originally Posted by MaxSMoke
Yes & No. I am building up a 3D engine that will suport multiple formats. The primary target is quake 3 but I plan to suport MD2/MD3/MD4 character models and posibly in the future Unreal Maps.Quote:
Originally Posted by MaxSMoke
Yes in due time (posibly after a full rewrite to Cpp), the engine will be entirly open source for anybody to use. So if you got a friend to code the game mechanics for you, then you can make a 3d game with this (I'm just trying to accomplish the rendering/collission/management so you don't have to. :))
If this engine in it's life time can pull a lua for the psp scene. I would be more then happy about it. :D
Got child models working (Truthfuly, its not really a child model, I just call it that since it makes sense the main model needs a weapon model, hense the character is the parent model, the gun is the child model. :))
Things are pretty simple. Initmodel( inumofchildren);, loadmodel, loadchild, animate, render.
Here is code to explain (again nothing big or important. just felt like mentioning).
-- edit, small revision to the code --
//* Init Function
myPlayer.pModel = MD2AllocateModel( 1 );
MD2LoadModel( myPlayer.pModel, "ms0:/BspMaps/tris.md2" );
MD2LoadModel( myPlayer.pModel->m_pChildModel, "ms0:/BspMaps/weapon.md2" );
MD2LoadTexture( myPlayer.pModel, "ms0:/BspMaps/skin.tga" );
MD2LoadTexture( myPlayer.pModel->m_pChildModel, "ms0:/BspMaps/weapon.tga" );
//* Render Loop
MD2AnimateModel( myPlayer.pModel, 0.08f );
MD2RenderModel( myPlayer.pModel );
And you get this \/ \/ \/ \/