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

                  
   
  1. #11
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    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.

  2. #12
    DCEmu Regular MGFox's Avatar
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    Thumbs down Other Q3 Engine Games

    Quote Originally Posted by phagomaniac
    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.
    Carrying on from your tests, I have tried a few more games that use the Q3 Engine with the following results:-

    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!":-



    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

  3. #13
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    thanks for the continued test guys.

  4. #14
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    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.

    A small test map I have that has a low poly count gets 60.

    Pictures to come later tonight.

  5. #15
    DCEmu Pro iball's Avatar
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    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.

  6. #16
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    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.
    I'm a huge fan of doom.

  7. #17
    DCEmu Pro iball's Avatar
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    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.

  8. #18
    PSP Modder Produkt's Avatar
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    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 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?

  9. #19
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    Quote Originally Posted by Produkt
    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 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.

  10. #20
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    Quote Originally Posted by iball
    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.
    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.

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