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

                  
   
  1. #51
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    Ok small update. I've been trying to improve things but having some issues with setting up a temporary vram allocation system.

    Anyways I spent some time writing some image functions to handle converting a texture surface from one src to another (makes code cleaner). This also will help the framerate (5551 RGBA renders faster then 8888 RGBA).

    Oh, screen shots will have to wait. i forgot the camera this morning.

  2. #52
    PSP Modder Produkt's Avatar
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    scetches of the first level are made and I will put them in my favorite cad maker and later get them textured and put in Q3BSP format...
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

  3. #53
    PSP Modder Produkt's Avatar
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    Here are some screens of the outside geometry of my version

    The inside is on another map file, I will combine them soon.
    This is a HL2 test (because hammer happens to be my favorite editor, Once I am content with the final geometry it will be put into .map format and everything elce will go from there.

    I will hand out the test maps but for now they will all be in HL2 BSP format..
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

  4. #54
    DCEmu Legend Cap'n 1time's Avatar
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    looks great. nice work produkt

  5. #55
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    Hey people. Here are some new pictures. Build is right around the corner (in other words, in the next few days).

    Framerate is still a heavy issue but i dont think things will improve till I get the damn BSP implemented.

    Few things to note, for debug reasons (and atleast because quake 2 maps have poor use of vertex colors). There is a debug key in the next build that lets you do things like turn textures off, change texture mode (modulate, additive, replace, blend).

    Anyways do enjoy!!

  6. #56
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    gasp.... TEXTURES!

    OT: we really need to find you a way to take better pics

  7. #57
    DCEmu Regular MGFox's Avatar
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    PSmonkey and Produkt...Those shots look AWESOME!!!

    PSmonkey,

    Textures really bring more life into the maps, good work!
    From your comment, does that mean Q2 maps will also work? (the first picture looks like a Q2 deathmatch level, am I right?)

    Produkt,

    Are you creating a whole new level then? if not, where would that go?
    And how difficult is it to convert HL2 map file to QIII?
    I've done it with HL1 many times, well, HL1 to D3, usually!

    OT: I got it on release and I'm still having problems getting HL2 to run, my biggest waste of money yet ...I'm hopefully getting the XBox version at the weekend so I might actually be able to play it!

    Cheers,
    Fox

  8. #58
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    fox,

    Actualy, no. Thies are still quake 3 maps. The maps i am using are quake 2 maps that were converted to quake 3 using some tool. I just used them for an example since the textures were already TGA uncompressed.

  9. #59
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    Oh quick thing. I am going to build a simple debug console durring lunch to give me some info on loading (ie if something loads, where it loads, status).

    once i finish that I will package up and release a build.

  10. #60
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    ok, new build up in an hour. just packaging it up.
    check back for a news post. FYI, we can still keep our discussion going on in here (there will be a new topic but thats just because thats the only wayt to get it to show up on the main site).

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