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Thread: Project Warmonger for PSP - Quake 3 Graphics on PSP ?

                  
   
  1. #11
    DCEmu Regular Cokemusic's Avatar
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    A project this size , i'm a bit skeptical .

    I need something visual before i'll get excited.

  2. #12
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    Look kind of cool...It s a shame they have to use model and texture ripped from commercial game! that suxxx monkey ballzzz...

    Other than this I am looking forward to see there engine running on psp. I am actually curious to see how they manage to have lot of thing on screen with a 60fps and keep sharp texture <this is what i actually fighting in my homebrew game...god damm mipmap!!! >

  3. #13
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    It will be interesting to see how far the Irrlicht engine can go, looking forward to this.

  4. #14
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    They haven't ripped any textures or models from commercial games

    Cloudy

  5. #15
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    Quote Originally Posted by Cloudhunter View Post
    They haven't ripped any textures or models from commercial games

    Cloudy
    u sure of this??
    http://www.nexusclanonline.com/nexus...bloodgulch.jpg

    cause this look awfully like game asset from HALO2. especially the vehicle<probably the low poly version of the LOD> and textures

    well maybe it s just a test level and they plan to do a original asset later on or something...

  6. #16
    DCEmu Regular Anonymous D's Avatar
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    Graphically we can pull of a quality very similar to Quake 3 arena which for a PSP game (let alone a homebrew game) looks darn good.
    they meant quake 3 quality not using the actual recourses.


    edit: above- that is an actual shot from halo i think.

  7. #17
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    Quote Originally Posted by 10shu View Post
    u sure of this??
    http://www.nexusclanonline.com/nexus...bloodgulch.jpg

    cause this look awfully like game asset from HALO2. especially the vehicle<probably the low poly version of the LOD> and textures

    well maybe it s just a test level and they plan to do a original asset later on or something...
    I'm almost positive that it is just a picture of the halo map, NOT the one they are working with.

  8. #18
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    oh ok! cool thank for the info..can t wait to see what it look like then

    I wonder if they actually manage to do castshadow like in the halo shot...

  9. #19
    DCEmu Rookie kyyubidx's Avatar
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    Can't be done! Think! the halo map they claim they is SOOOO much bigger than 32 MB and is the one they're talking about is BIGGER can anyone tell me how to get that working? Next they're going to claim DS emu on PSP at 10 fps? BS... Sorry for being a d*** but i'm just using simple facts

  10. #20
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    Quote Originally Posted by kyyubidx View Post
    Can't be done! Think! the halo map they claim they is SOOOO much bigger than 32 MB and is the one they're talking about is BIGGER can anyone tell me how to get that working? Next they're going to claim DS emu on PSP at 10 fps? BS... Sorry for being a d*** but i'm just using simple facts
    but they do not need those 32MB...like the halo map probably use 256x256 or 512x512 texture that can be resize to 128x128 16 colors on the psp...also all the bump map and spec map would be removed from a psp version. so it would save a lot of memory and probably feet on the psp...<don t get me wrong I hate when homebrew game use commercial game asset...>

    but the cast shadow this take processing time...
    I am sure the psp can do it on one obj...but a game...?! i am not sure...

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