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Thread: When a PSmonkey & a Q3 BSP map mix!!

                  
   
  1. #1
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    Default When a PSmonkey & a Q3 BSP map mix!!

    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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    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.

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    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.

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    Am I to understand that these are pics of the Quake 3 engine running on PSP? cause.... thats damn cool

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    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.

    --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.

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    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?

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    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

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    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.

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    simply amazing! this is looking very good... where on earth did you get the idea to do this?

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    Quote Originally Posted by phagomaniac
    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.
    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).

    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.

    Quote Originally Posted by 1timeuser
    simply amazing! this is looking very good... where on earth did you get the idea to do this?
    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.

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