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.
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.

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