when uou look at them on your psp It looks just right for the quake feel
and I was able to get 60 fps at points so things are loooking up![]()
Hey guys. Though I would post up some more pictures of the up and comming bspviewer version 0.3. The major difference in this version is lightmaps & Bsp tree/PVS implementation.
The version will be released sometime this year (need to finish a few more things).
Oh FYI, the reason for a new post is because people are missing out on seeing the improvement.
So head over to the forums and check out the pictures (if you are viewing from the website).
** Few Notes **
Picture 1 is Texture & lightmap blended together. Picture 2 is Vertex colors applied to texture surface then lightmap blended on top of it.
Strange color squares in the enviroment are from color reduction to lightmaps. I am still working on a correct color reduction method (since lightmaps use more then 256 uniq colors).
Yeah, FYI, Produkt got a sneek peak at the next build.
Some more screenshots. I wrote a small test on my pc viewer to let me export lightmaps to bitmaps (to reduce to 256 colors) then rebuild them into a single data file (*.qlm). I then wrote suport for this format and have it drop lightmaps to 8bit palettes and the results are pretty. It fixes the issue of odd squares being drawn.![]()
Those shots looks awsome...with a very respectable framerate as well, thats excellent work!
As you once said yourself...This engine will put shame to a lot of commercial PSP games!
Cheers,
Fox
P.S. A bit of good news (sort of)...my Xbox 360 got delivered today, so that has heightened my spirits somewhat![]()
MGFox,
Good to hear from you again. Also good to hear you got a 360. That should make you happy.
Mine should be showing up on wendsday/thursday.![]()
ok small update,
If I clock the cpu & bus to 333/166. The entire thing runs at a rock solid 60fps (or 59.~~~, i need to fix the accuracy on that thing).
So I have desided to take a break from fixing the graphics. Insted my 2 priortys are.
1) Colission detection
2) Base implementation of Q3 Shaders (will need them for mesh & blended surfaces like water/fire/glass).
My goal is to have working colission detection by this weekend for the next build. Shader code will be more down the line (due to all the complex commands it could have).
cant wait to see what is done with this when completed.
The Warehouse!!!
It's time to chew ass and kick bubble gum... and I'm all out of ass!
Damn, some solid FPS games could be made out of that.
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