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  • 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.

  • #2
    I was a major Lethal Enforces fan, and went so far as to buy it on multiple platforms!!!

    This idea sounds awesome in concept, you've got a great idea here. Just too bad I'm mainly a player of Quake and have even less experience in its alchemy creating shit
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      Hey thanks, it's pretty ambitious (well the complete project is), but it shouldn't be too hard as long as I can keep turning over content.



      A thing I made for an earlier project, think I'll just recycle it for one of the characters (minus the helmet).

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      • #4
        That's pretty good cardinal! Someone ported a Quake engine to the PSP so all you need to do is make sure that your mods run in whatever engine they used and you should be good.

        EDIT: Well, it turns out that that "someone" was Baker and he used ProQuake http://forums.inside3d.com/viewtopic.php?t=2656. Damn, Baker makes a lot of stuff.

        Gypsy
        Last edited by MadGypsy; 03-18-2012, 02:06 PM.
        http://www.nextgenquake.com

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        • #5
          Yes, if it wasn't for Baker.....

          the sentence could be finished a near infinite ways,I'm just glad Bakers on our side
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #6
            The ProQuake PSP port is based on Kurok PSP which was based on the original PSP Quake project.

            I did a lot of work on the ProQuake PSP port (several months) but what I did was based off prior engine work for the PSP.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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            • #7
              'Sup Baker, just wanted to chime in and say you're bit of a crazy boy, and I fully appreciate that.

              Quick 30 minute base Glock model (I'm so slow, need to pick up speed modeling or something), rigged for some animating work. Ignore messy mesh, missing details. Kinda looking forward to texturing it.

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              • #8
                Epic double post before bed time.

                [ame=http://www.youtube.com/watch?v=waNH6s8bG9A]glock.mp4 - YouTube[/ame]

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                • #9
                  the shape of the glock model kinda reminds me of HL

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                  • #10
                    ARGH why is the process of exporting a model to mdl such a pain in the ass?! I'm using quick3d, the only formats I've found not to break model smoothing are md2 and x, but both formats don't seem to keep the uv coordinates intact (and md2 looking like a turd because it doesn't accurately store vertex positions). 3ds stores proper uvs, but breaks smoothing. I find this to be highly upsetting.

                    Bit the bullet and just went with 3ds for now until I can figure this out. Opened the mdl in qME, which then proceeded to spawn read access violation errors.
                    Last edited by Cardinal; 03-19-2012, 07:13 AM.

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                    • #11
                      I know little about making models firsthand, but the usual route as far as I know is export to MD3 (QuakeC format) and then conversion to MDL.

                      Use Noesis and not Quick3D: Seor Casaroja's Engineering Oasis Noesis is free and was made by someone who once was active in the Quake modding community.

                      http://forums.inside3d.com/viewtopic.php?f=8&t=2727

                      Anyway, if you really want to talk to those that know about your kind of conversion issues:

                      Inside3d Forums • View forum - Modeling
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                      • #12
                        Registration appears to be closed at inside3d, I'll take a look at noesis though.

                        Started texturing the Glock, it sits at 169 triangles, one 128 map.



                        I'm not feeling the grip, it'll come later hopefully. Anyway the model is literally shown on-screen for less than one second at a time with the hand covering most of the grip, so things should work out.

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                        • #13
                          Originally posted by Cardinal View Post
                          Registration appears to be closed at inside3d, I'll take a look at noesis though.
                          They had hordes of spam bots register and post threads a few weeks ago. I thought they re-opened registration after that.

                          Hmmmm. That isn't good.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                          • #14
                            Looks like Noesis did the trick!





                            The model is all black though, I've loaded the texture using the Quake palette, but I'm not sure how to assign it to the model if that isn't the case already.

                            Animation seems to be playing at the correct speed, which I'm very happy about.

                            /e It's also black in quick3d
                            Last edited by Cardinal; 03-19-2012, 10:56 AM.

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                            • #15
                              Good stuff Cardinal.

                              I think to get the texture, you have to tell Noesis which image to use while exporting. I'm sure it is doable.

                              As for exporting to mdl, it depends what your modeling application is. Blender has a direct mdl exporter. There is also qwalk, a program by sajt, that can convert md3 -> mdl.

                              Also I'm sure "md3, QuakeC format" was a typo. There is no QuakeC model format.

                              Finally, there are more modern skeletal alternatives to mdl, such as DPM and IQM, but I'm not sure if any PSP Quake engine supports them.
                              Scout's Journey
                              Rune of Earth Magic

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