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  • Cardinal
    started a topic Some PSP project thing

    Some PSP project thing

    The project is still very early, perhaps too early to show, but I've decided to show you guys some stuff anyway. The idea is to make an on-rail shooter (think Virtuacop, Time Crisis and HOTD) for the PSP using the Quake engine (ProQuake, Kurok, whatever, up to the eventual coder). Should be possible I think.

    Some early content

    Shotgun animations
    [ame=http://www.youtube.com/watch?v=goMe0kPWa1A]shotgun.mp4 - YouTube[/ame]



    887 triangles including the shotgun and arm models. 128^2 map for the arm model, 128^2 for the shotgun model, merged into one 256*128 to minimize draw calls. Can shave off some triangles if necessary, but that'll have to be done after benchmarking. Texture is still very early.

    Early character model



    Limbs will be remade to be 5-sided.

    I'm not sure how well the weapon animations will transfer to the Quake format, since it's animated at 30 fps, but I'm hoping for the best, otherwise I'll have to remake them. The biggest hurdles will be implementing the moving first-person camera (preferrably animated, but since Quake doesn't support bones you can't simply set the camera's position/orientation to match that of an animated camera bone) and a simple up/down cover system.

    I've been modding for Half-Life for several years, but have no real experience with Quake, but you guys seem to know what you're talking about.

  • dr_mabuse1981
    replied
    My maps works fine on the PC with different Queke engines, only ProQuake PSP messed it up

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  • Cardinal
    replied
    Messed up lightmaps?

    Thanks for the heads up. Will still use HLBSP for now since it appears to be working, if we hit a wall we'll deal with that along the way. Happen to know if colored lights work "out of the box" in PQ with HLBSP, or would that also require .lit files?

    Leave a comment:


  • dr_mabuse1981
    replied
    Looks nice, but i noticed some problems with PSP ProQuake some months ago using HLBSP:



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  • Cardinal
    replied
    Been busy IRL with some things, haven't really had the time to get things done.

    Pardon the horrible pictures, just quick tests. This is to confirm that HLBSP maps work on the PSP with ProQuake (running Kurok). Lighting seems a bit off, too bright, can probably stabilize that using some console commands.



    Leave a comment:


  • Baker
    replied
    Loaded your map into DarkPlaces and ProQuake (desktop version).

    In DarkPlaces it looks right.
    In ProQuake the light maps are messed up.

    ProQuake for desktops (Windows/OS X) and the PSP have some differences. It may very well look right on a PSP. Or it might not.

    Recommendation: Don't use ProQuake for Windows for testing HLBSP, use DarkPlaces instead.

    Leave a comment:


  • Cardinal
    replied
    Yes it's clear that it's an engine thing. If PQ doesn't have stable HLBSP support, then switching to WC+Q adapter to make actual Quake maps would be the alternative, unless I'm missing something.

    The currently built map in ProQuake 4.70 OGL


    Current map in Half-Life


    The BSP, textures are of course included in the file.
    Single light, 100 intensity (I think), grayscale color.
    http://dl.dropbox.com/u/3744945/testmap.bsp

    'Tis odd though, that one halflife.bsp example you provided with the release worked fine.

    /e



    It works fine using a modified PQ build though, so I'm not too worried about it.
    Last edited by Cardinal; 03-28-2012, 04:02 PM.

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  • Baker
    replied
    Originally posted by Cardinal View Post
    Yeah that's with ProQuake 4.7 on PC (I believe I was using the OGL version).

    If I can't get it to work properly I'll probably have to switch over to WC+Q adapter, tried messing around with BSP and some other programs, but they're so convoluted it blows my mind.
    I think the problem is the engine, not the map. Just a guess.

    Post your .bsp?

    (I hope you used the option to compile the textures into the .bsp)

    Leave a comment:


  • Cardinal
    replied
    Yeah that's with ProQuake 4.7 on PC (I believe I was using the OGL version).

    If I can't get it to work properly I'll probably have to switch over to WC+Q adapter, tried messing around with BSP and some other programs, but they're so convoluted it blows my mind.

    Leave a comment:


  • Baker
    replied
    Originally posted by Cardinal View Post
    If that is a ProQuake Windows screenshot, I'd test your map using DarkPlaces.

    ProQuake's HLBSP support might have a light map bug (I added HLBSP maybe back in 2008?). That feature was never extensively tested for a lot of different reasons including the fact that so far few people have used HLBSP for stock Quake.

    Leave a comment:


  • Cardinal
    replied
    Got Hammer set up, want to use HL BSP for this.

    Problem: weird lighting





    This is when using HL light entity, compiled with custom hlrad. HL's light_environment doesn't seem to work - produces black screen. /e Apparently that's only used together with a skybox.



    This is when using Quake light entity, compiled with original Goldsrc rad. Map is fullbright.

    For those who use Hammer: which light entity should I use, and with what rad should I compile this?
    Last edited by Cardinal; 03-28-2012, 11:38 AM.

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  • Cardinal
    replied


    Reused old head model, still need to edit quite a lot and model the backpack.

    Might need to scale the head down a wee bit.

    /e head is 64*64, total map will be 256*128 for everything (including 3rd person weapons) if things pan out.
    Last edited by Cardinal; 03-26-2012, 10:13 AM.

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  • golden_boy
    replied
    Nice!

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  • Cardinal
    replied


    Added some small stuff, new hands, shorter sleeves. Might add a small backpack to store everything in, but I want to keep things basic and "lightweight".

    Other than that the model's pretty much finished, just need to optimize the body and model two heads,then proceed with unwrapping/texturing/rigging/animating. Not sure how much I'll optimize it: this particular model isn't on-screen that often and it's currently about 850 triangles without the head, will see after benchmarking I guess. NPCs that'll be on-screen more often will of course be lower res.

    Leave a comment:


  • Cardinal
    replied
    Hey, did you receive my PM?

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