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

                  
   
  1. #41
    PSP Modder Produkt's Avatar
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    Hey awsome, I really think some things need to be updated with doom

    I mean with all of the hype doom has been getting recentl it was intended to be futureistic yet it seemd like a dungeon with stuff from the middle ages

    I think some tweeks can be made to improve the look and feal.

    Of cource I wish it could be D3 rather than D1 i have no problem with it. Perhaps Doom3 can be a side project OR there can be two final releases the doom 3 version and the doom 1 version.
    PSP Q3BSP Projekt: Here
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  2. #42
    DCEmu Regular MGFox's Avatar
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    Sorry if anyone is expecting an update from this post, but I am still waiting for PSmonkeys approval of the scale changes before I proceed any further, and I'm sure PSmokeys a busy little beaver!

    Now, the reason for the post, I am strongly considering upgrading to FW 2.00 for many reasons. I was just wondering if someone could confirm if the BSP Viewer works with the 2.00 EBoot Loader? and if not, will it be possible PSmonkey?

    I will not be upgrading at all until I hear that this program can or will run on 2.00, as I have, sort of, committed to contributing!?!

    Produkt: From PSmonkeys comments, I believe he would like to create a whole new Doom-Style game, the 'feel' of the original but with custom levels. E1M1 is just gonna be used as to test the engine and proove the concept.

    Also, is there any possibility of a Texture Preview?

    Cheers,
    Fox

  3. #43
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    k, sorry guys been a little on the busy side due to work and something I can not make public regarding another company :P

    ... atleast yet.

    Note, they loved the quake 3 bsp viewer demo.

    Anyways, I'm still trying to fix the bsp view tree on the pc build. Also i am still trying to figure out why my bezeirs wont render properly. I broke up the list into 3x3 grids on the pc build and drawed the lines, everything visualy looks accurate in lines on the pc, yet I do this on the psp and nothing is correct. So i have to figure out whats wrong.

    Fox, I'll try to test out the recent map posted by you later today.

    Regarding texturing. Maybe I will try to do a quick texture demo for the next build but note all textures will need to be bitmaps or TGA files. Not sure which to suport yet. Also textures might have to be scaled down in size to work (need to build a texture cash system for vram) at decent speeds.

  4. #44
    DCEmu Regular MGFox's Avatar
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    Quote Originally Posted by nexis2600 (PSmonkey)
    Fox, I'll try to test out the recent map posted by you later today
    No probs dude, theres no hurry, this is a labour of love, not a race!

    In the mean time I've been messing about with creating a puddle in the landscape for the outside section...is your engine gonna support patch-meshes? 'cos thats what I use for creating uneven ground.

    Quote Originally Posted by nexis2600 (PSmonkey)
    Regarding texturing. Maybe I will try to do a quick texture demo for the next build but note all textures will need to be bitmaps or TGA files. Not sure which to suport yet. Also textures might have to be scaled down in size to work (need to build a texture cash system for vram) at decent speeds.
    My quote comment was actually aimed at Produkt, I really want to see the textures...they add so much extra quality to map!

    But the news about getting texturing into the BSP Viewer is awesome!
    (any comments on the FW 2.00 subject...does it, can it or will it work? )

    Cheers,
    Fox

  5. #45
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    patch-meshes = mesh verts (like candles and stuff on the wall?) or Bezeir surfaces (curved surfaces).

    If its the first they are already suported. The second needs work as i am having problems getting it to render all the beziers (some show and others wont).

    Regarding 2.0, Actualy it does work on the previous version (.6 or .7?) but not the latest version for some reason.

    --edit--
    I need to swap back to the proper nick. I forgot to change back (deleted the topic where i called someone a duchbag).

  6. #46
    DCEmu Regular MGFox's Avatar
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    Oooh, a quick patch-mesh description...

    I don't think I falls under either of the two descriptions you have given, but I think it may use the same render method as curved surfaces.

    Its under the "Curve" menu called "Simple Patch Mesh...". It creates a virtual sheet cut up into lots of little squares (a mesh of polygons) and you can manipulate vertices within the sheet. It does not use curves between the vertices but does move the surrounding vertices to create a curve effect...if that makes sense?!?

    If this description doesn't make sense try it in Q3Radient. Draw a brush, convert to Patch-Mesh and press "V" to access the vertices.

    Hope this helps,
    Cheers,
    Fox

  7. #47
    PSP Modder Produkt's Avatar
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    Ok well my textures are in TGA format due to the alpha channels.

    Also, the textures i have made are based on 2 principles...

    Function, and my detail to optimization ratio...

    I will be releasing a simple starter texture pack for those who wanna help...

    compiled of about 15 textures, (the one's I'm almost sure are good, but they can always change)


    Ok.... yea things like grated floors are made into small tileable textures which work great I want TGA PLEASE!
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  8. #48
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    MGfox,

    Yeah, thats a bezier surface. I'm having rendering issues with that atm.

    produkt,

    At the current time, i'm 100% going TGA suport only. So you should be happy. Try to keep the textures less then 64x64 for the time being. Eventualy i'll write a texture cash system to force all visable textures into vram which will allow it to keep a constant 30-60fps.

    BTW, nice signature.

  9. #49
    PSP Modder Produkt's Avatar
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    Thats what I am trying to keep it at...

    I have a 32x32 for a floor grate... easily tiled

    I do have some 128x128's but they are intended for large 3d objects... (say world models)

    Any way which way are you going for doom because I can get started on more of the world if you give the go ahead... infact a full design doc can be formed...
    PSP Q3BSP Projekt: Here
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  10. #50
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    hey guys, Great news. I got suport for uncompressed TGA images working. It looks great but there are some really bad issues.

    1) All textures are in main ram at the moment
    2) everything is way too bright.
    3) the fps shot down to like 1-6fps depending how many surfaces are visable.

    The reason the fps is so low is everything in main ram. if in edram/vram. I would get 30fps (much like i do with lightmaps now).

    anyways i am going to try building a texture cash system soon and try getting this improved.

    i'll post some pictures later today.

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