They make unspeakable horror.
So here it is in picture form.
*note, if reading from the website. Click comments to see the pictures*
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They make unspeakable horror.
So here it is in picture form.
*note, if reading from the website. Click comments to see the pictures*
Heh, Anyways today I started screwing around with the psp cube sample to learn how to do 3d on the psp. Well with some headakes, frustration & many unanswered questions the final result is this.
Here is a test BSP rendering demo. I need to implement a basic camera system (currently just offseting and rotating around the origin) & posibly textures or lightmaps. Once I do that, I will probably release a simple demo for people to play with.
Ok time for some updates. I implemented lightmaps which makes everything look even better. Sadly no textures yet since I have not set that up.
I did a few test run with even official quake 3 maps and it ran quite nicely.
ATM, i ran into some issues today with my cos/sin not working so the camera just screws up. :(
Oh well get some more improvements tonight and posibly release a build soon.
Am I to understand that these are pics of the Quake 3 engine running on PSP? cause.... thats damn cool :)
Well close. It's a simple rendering demo that can render a quake 3 map with lightmaps. Still have yet to sort out texturing (my pc version does 2nd pass textures to allow for texturing & lightmaps).
In good time it will be a freeware 3d engine that suports loading and using quake 3 bsp maps & character data. :D
--edit--
Few updates. I knew what my sin/cos issue was. I did not realise that the psp rotation is based on radians and not deg. So converting radians (which i though was deg) to radians caused for my numbers to screw up.
--edit 2--
A build last night was submitted into the dcemu 30 day compo. So people will get to try this out very soon. :D :D
Just how capable will this engine be? Do you think full fledged games could be made, or just simple 3D demos? Is this a supermegaultimate-yeti3D for PSP?
Its not determined yet but hopefuly enough someone can write their own 1st person / 3rd person action game. :)
So think of it as the psp vesion of quake engine / yetti3d.
oh btw, you can go try out the recent build here.
http://psp-news.dcemu.co.uk/psp30codingcomp.shtml
Hi you asked about which axis was mixed up, well I can't really tell. But from your description it could well be your new 'z' axis. Take a look below at my screenshots. The first is from the PSP the second is straight from Quake 3. I'm standing in the same place (approx.) in both shots.
http://img215.imageshack.us/img215/4...irrored7fk.jpg
http://img215.imageshack.us/img215/7251/cpm120hh.jpg
The map is CPM12 and is distributed in CPMA map pack 3. CPMA website is www.promode.org and the map pack is found here:
http://www.challenge-tv.com/index.ph...detail&file=51
CPM12 renders really nicely with next to nothing missing and the bsp is about 3.5MB. Some of the teleports were even drawn :)
I hope you can sort it out easily.
I also had a go a loading other Quake 3 engine maps with mixed results. I managed to load a Wolf:ET map in your viewer. I tried MOHAA without sucess (it crashed with random colour garbage) and I needed a bigger memory stick for Call of Duty and was unable to test it. That was all Q3 engine games I have installed atm.
simply amazing! this is looking very good... where on earth did you get the idea to do this?
Yeah, Thanks for the info. I replied to you on ********** about the issue. It is a case of the Z going in the wrong direction. I tested and fixed it this morning. I might try releasing a new build in the next day or two to fix this issue and a few more. (hopefuly mesh vert suport if I can figure out a way to do it on the psp, since I need to reference the polygons differently).Quote:
Originally Posted by phagomaniac
A big improvement is when I can get the BSP & VIS going because atm I am getting a solid 29-30fps on the psp yet when I try maps with small number of polygons I more get around 45-60fps. :)
I dont have any of the other games you listed to check into. :(
Anyways thanks again for your help. :)
I needed to learn 3D and I am in love with the PSP. :) Since I am not an artist and finding stuff to work with to learn 3d coding is a little hard. So I went with quake 2/3 data because it's easy to parse and start using quickly.Quote:
Originally Posted by 1timeuser
Ok minor update & great news.
I fixed mesh verts. The issue was really stupid. I had to convert my list down to 2 bytes and not 4 bytes like quake uses & enable the length in the render flags.
So 100% next build suports Mesh Verts (Additional objects not apart of the enviroment surfaces). Now to look into bezier curves.
Carrying on from your tests, I have tried a few more games that use the Q3 Engine with the following results:-Quote:
Originally Posted by phagomaniac
pra1.bsp from Soldier of Fortune 2 = Crazy Mess!
mp_harbor.bsp from Call of Duty = "could not load BSP Map" message
hoth2.bsp from Jedi Academy = Crazy Mess!
yavin_swamp.bsp from Jedi Outcast = Crazy Mess!
here is an example of a "Crazy Mess!":-
http://myweb.tiscali.co.uk/buckie/bspmess.jpg
So I've had no luck here, I might try Call of Duty again, because that message makes me think I named it wrong...or maybe its format is changed beyond recognition...I dunno, if I try again and it works (i.e. displays something other than the message) I'll post an update!
Cheers,
Fox
thanks for the continued test guys. :)
Wow oh wow. The psp continues to amaze me. I just added in suport for bezier surfaces. It needs some fixing but on the whole. WOW.
Just a note. Still with no bsp parsing (in other words I am sending every surface to the gpu for rendering which is slow), I am getting 30fps still on dm01map for quake 3. :D :D
A small test map I have that has a low poly count gets 60. :)
Pictures to come later tonight.
Let me get this straight: this allows one to just "fly" through the maps themselves?
If so.....damn good job!
I take it once the maps are properly rendered and displayed then work will begin on the gameplay side of the house? Or is this just for others to use?
Hmmm....I would imagine you teaming up with the guys porting Q2 would produce excellent results.
Here new screens. Do enjoy!! :)
iball,
Much still to do but once I get it good, I will be working on the game side and making the engine easly modifyable. So others can also start using it on their own projects.
I personaly am thinking of remaking the first few levels of doom 1 using the engine. :D
I'm a huge fan of doom. :D
Ah, that looks like the first map to me...damn, time to reinstall my Q3....again.
Hmmm....anyway to combine this code with an already-ported Doom engine?
Ack, forgot about the lack of jump and freelook...nevermind.
I came here to comment on your fantastic work, our team hasent been able to afford the PSP dev kit just yet and this has helped tremndosly with our map tests, I cant wait for your mod release we will be the firsts to offer a mod :D and If need be I will donate some time to help you with your doom 1 port.
The Free Men Beta, comming soon
Which model format will you be using, MD3?
i think doom 1 was ported by lantus (who is emu scene legend). I think monkeyboy was just talking about making quake 3 maps similare to doom 1's.Quote:
Originally Posted by Produkt
Heh no no no. yo get the wrong idea. I wish to remake doom, not use this engine on a port of doom. :) Like someone will rebuild the texture work & level geometry for the quake 3 format and I will write game code to make something that trys to get as close as posible to playing like doom.Quote:
Originally Posted by iball
My target is MD3 as psp has excelent suport for bones to make things run more smoothly. On my pc builds so far I already suport MD2 so i might include that for anybody who wishes for a more simpler setup, plus vertex blending over bones might have some advantages for someone try to do some morphing and etc.Quote:
Originally Posted by Produkt
Quote:
Originally Posted by 1timeuser
sorry i was refering to the port to his engine not to the psp
I am a mapper, texture and concept artist, with a slight knowlage of c/c++
hey just a small notice. I am trying to implement the BSP Node/Leaf system to help reduce the amount of polygons sent for rendering. Hopefuly if all goes well sometime late this week I can release a new build with better framerate and all the recent things I've added in. :)
On another note. If you have not seen DoomDS, you should !!
http://dual-soft.com/doomds/
I want to do this (ie remake doom) on the psp. :P
wow, doomds looks stunning! I actually might be able to hook you up with some very experianced modelers. Old pals from the HaloUT and Project nexus groups (dont ask, UT2k4 stuff that died for me) might be interested in modeling and mapping. If your interested one person comes to mind, however I have heard rumors that he actually joined Epic, so no garuntees. let me know what you think. In the mean time, keep up the good work!Quote:
Originally Posted by PSmonkey
one more thing.
http://www.anim8or.com/main/
basically, this is the mspaint of 3d modelling. In other words, you can be a complete idiot (like myself) and actually make stuff with this. It has a collection of tutorials on its site to get you started, and actually their forums are full of people just looking for projects (and some of them are very talented too!) i suggest you take a peek.
hope some of these words help.. as much of a jerk I am, i love people that i know can get stuff done (unlike the damn ut2k4 project groups i worked with).
i'll have to dl and try halout sometime soon (i have ut2k4 at work).
thanks for the offer
I Would like to talk to you on some form of messenger, I have some free time to model some stuff for Doom aswell as map's and textures
Well i decided to mess around, Being a texture artist and mapper I assumed that I was capable of making low poly models so here we go!
http://allstarr.net/uploaded/test.jpg
a fist model! due to me being in capable of turning the other hand the right direction and no smoothing knowlage! thats not fully how it will look in final. but any way 48 tris per hand unoptomized making the final roughly 70 for the final optomized model possibly much less if because i can take off the back sides of the models due to them not being seen!
any who so due to the anti aliasing that wont be there and the screen size I think that could be adiquet, and I know you may have optomization issued due to the unofficial SDK so more power to the frames!
textures will bring this sucker to life I promis you!
kind of cool. Your best to probably look into making quake 3 maps first since that will be finished first before I get into things like models (true i can do md2 models but I wont start working on md3 or cleaning up md2 till after I get the bsp tree finished and fix bezier bugs).
I'll shoot you a pm on how to get ahold of me on msn.
I got bored last night and started to map out E1M1, its only about 15mins work, it was mainly for me to get back into mapping as I haven't done it for a while :-
http://myweb.tiscali.co.uk/buckie/e1m1_1.jpg
http://myweb.tiscali.co.uk/buckie/e1m1_2.jpg
It's literaly just the first area, and I'm still not 100% sure about scale.
Cheers,
Fox
*eyes popping out*Quote:
Originally Posted by MGFox
Please email me that map !!! :D :D
that or post it here if you dont mind. :)
Here it is...please note "EXTREME W.I.P.!!!", as in it's not even got all the rooms, I'm still not sure about the scale so feedback would be greatly appreciated...Quote:
Please email me that map !!! :D :D
that or post it here if you dont mind. :)
e1m1.zip (82,928 bytes)
You'll probably get a better understanding of the scale 'n' stuff by running it through QIII.
Cheers,
Fox
Very nice man. Not sure on the scale yet but at the current time things look great.
I've done some more to the level now I've finished work, I've done some touchups to ease the sense of scale in some areas, added some new areas and improved the existing ones.
I've just updated the existing file, so the link is the same :-
e1m1.zip (82,692 bytes)
Cheers,
Fox
P.S. If I build the geometry, can anyone else do the texturing?...thats unfortunately my downfall! (thats assuming you are gonna be supporting textures, PSmonkey?)
yeek.. texturing is a bitch.. especially when your trying to remake somthing. perhapes if I had a sample of all the textures on the original map I could come up with somthing though.Quote:
Originally Posted by MGFox
Cool checking out the update now. :DQuote:
Originally Posted by MGFox
Yes textures are on the todo list.
Wonderful work
Maby it's just me but I like the more story bound Doom 3 version.
I mean the + side to doing something along that side would mean we dont have to reread the book to remember what the heck is going on.
I have some Doom 3 low poly remakes I will pop into GTK soon
If you guys are going the D1 way I will hit up on the textures and concepts
maps can have the same layout but it needs updated designs and more polygons, we arent rendering in software mode any more :D
Thanks for the feedback guys :)
As for the updated designs and increased poly comment...I'm a bit unsure how to approach this, do you have any suggestions on how to do this?
I'm an evolved Quake 1 mapper and can model in 3DS Max, my methods in the past usually comprised of fairly simple geometry with MD2/3 models, but this engine does not yet support models, and I feel that whacking in too many curved corners will destroy the feel of the original levels. Thinking about it, all the stuff like barrels and candle-sticks will probably be models...if that helps :p
To begin with I'll just get the basic geometry down (all the rooms and try to sort out the damn scale :mad: ), then I'll look at ways of evolving the level with detail.
Cheers,
Fox
P.S. And for the D3 low-poly re-makes, you can download a tool called DtoD3 (or something like that) which basically converts a Doom IWad into Doom3 levels, it'll extract the textures and everything! That'll be PSmonkeys decision to use it though...I guess it would be quicker to get the geometry, all you'd need to do is texture and light it! ( mmm...I guess that makes me extinct :( )
//////// EDIT \\\\\\\\\
Just as an example, here is E1M1 created with DtoD3, I've stripped out all textures, entities and lighting (they were all specific to D3). This took under five minutes to create:-
e1m1a.zip ( 236,493 bytes )
As there are no lights in the map, it will not display properly in the PSP-BSPViewer, but you can run it in Q3 to get the jist!
Me sleepy, me go bed now!
MGFox,
For legal reasons it would probably be nicer to remake the first map by allowing it to have more feel to it as well as take heavy use to the idea of a surface being Texture * Vertex Color (modulated) + Lightmap (additive blending). Many quake3 maps tend to ignore vertex coloring or use it as a lightmap replacement. I don't wish to do this. If you've ever had the chance to play Rainbow six 3 for pc, it is a great example of using the formula i mention above.
Also. I would like us to remake only the first map and not all of doom. I think it would be great if we get our own visual style and make new maps that give off that great feel of doom with out being a map we have played a million times over. :)
As for your map, On my pc Bsp Viewer (like my psp one but a bit better), The map looks fantastic yet in quake 3 the scale feels a little off (maybe a little small in the first room only on the x&z axis, ie floor, not height). I just think the scalling is only in need of minor tweaking (And nothing major you might have feared).
Oh the next version (actualy does it now in my current build) will suport mesh enviroment models. :)
Also low polly is somewhat good. I will need to render the surface twice to do lightmaps & textures together so it will be nice to add more polys but not to go overboard. :)
I am using hl1 as my base for level poly count.
and transparencies are much apreciated if you can get that worked in :D
What i ment by doom 3 low poly was I took a good look at the doom 3 levels drew up a simple floor plan and re made it with a lower poly concept in mind.
I have started some work on 16 bit textures at 128^2 for the game, hopeing that it wont be tooo teribly much for the console. with the size of the screen it should pan out fine if its reduced to 64^2
no major update today as work has been kinda hectic, a major project goes live for testing tomorrow and everyones rushing around to iron out all possible bugs...it's fun :rolleyes:
Produkt:
Sorry, I completely misunderstood what you meant about the Doom3 maps. That sounds like a cool idea, make Doom3 for PSP!!! :D
PSmonkey:
I'm gonna try and sort out the scale tonight, as I've just got to the "acid" room in E1M1 and I've built it using the first area as the scale (because the windows line-up) and it's all wrong...but as you say, I think its only the first area!
Cheers,
Fox
///// EDIT \\\\\
Well, that went quicker than I expected, here is a scale corrected map for your approval, I've called it "b" so I didn't overwrite the original with these extravagant changes. I'm a lot happier with it as I hope you will be:-
e1m1b.zip ( 147,876 bytes )
I also had an idea last night about the "increased detail" discussion, the outside section could be done as uneven ground (Mars Surface) and the ground could dip down to create a puddle for the acid pool...just a thought :confused: