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  • #31
    Try BSP it's easy to use and recently open sourced.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #32
      Originally posted by R00k View Post
      Those models look extremely familiar. Where'd you get them?

      Why do all PSP projects begin with modeling?

      That video of that game looks pretty weak. After each kill it goes into a cinematic camera angle then slides back into the pov of the player, seems like you would get "sea sick" pretty quick playing this.

      The camera can be done using SVC_SETVIEWPORT.

      to jump to a camera set the self.movetarget entity to the cameras entity
      Code:
      self.flags     = self.flags - (self.flags & FL_ONGROUND);
      self.movetype = MOVETYPE_FLY;
      self.solid     = SOLID_NOT;
      self.view_ofs     = '0 0 22';
      msg_entity     = self;
      WriteByte (MSG_ONE, SVC_SETVIEWPORT);
      WriteEntity (MSG_ONE, self.movetarget);
      setmodel (self, string_null);
      
      setorigin(self, self.movetarget.origin);
      self.angles = self.movetarget.v_angle;
      self.v_angle = self.movetarget.v_angle;
      self.fixangle = TRUE;
      
      self.nextthink     = -1;
      self.think     = SUB_Null;
      then in player post think update the position with
      Code:
      setorigin(self, self.movetarget.origin);
      self.angles = self.movetarget.v_angle;
      self.v_angle = self.movetarget.v_angle;
      self.fixangle = TRUE;
      I like that...clean and simple. BUT that is not a "path_corner" camera (ie manipulatable in a map editor). That is a "coders" camera. However, I see where I can change what you wrote into a pathable camera...so thank you for the lil jump start
      http://www.nextgenquake.com

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      • #33
        Hey, did you receive my PM?

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        • #34


          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.

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          • #35
            Nice!
            Scout's Journey
            Rune of Earth Magic

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            • #36


              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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              • #37
                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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                • #38
                  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.
                  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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                  • #39
                    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.

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                    • #40
                      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)
                      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 ...

                      Comment


                      • #41
                        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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                        • #42
                          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.
                          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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                          • #43
                            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.



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                            • #44
                              Looks nice, but i noticed some problems with PSP ProQuake some months ago using HLBSP:



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                              • #45
                                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?

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