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PSP Dungeons: Assault Run - 3D Editor

This is a discussion on PSP Dungeons: Assault Run - 3D Editor within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; jomart2000, if you don't use the name of halo anywhere in your homebrew you will avoid problems.......

  
  1. #451
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    jomart2000, if you don't use the name of halo anywhere in your homebrew you will avoid problems....



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    Zitat Zitat von Frack Beitrag anzeigen
    jomart2000, if you don't use the name of halo anywhere in your homebrew you will avoid problems....

    lol this is just an idea how about a game called Hal0

    the o is now a zero. how about that? lol

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    Frack when can we expect the final of the new frack mod? :)

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    SWE_PsYcHo, I'm working on two differents engines at the same time, the dungeons engine 2 and on the quake 1 engine With Kurok, i'll maybe make a single player frack mod with the DE2 and a multiplayer one for Kurok, using the same level design for the two homebrews and using the advantages of each homebrews..
    The Dungeons Editor is in constant progress but not 100% optimised yet, i've not enough fps for now for my news levels, so we have to wait for the nexts editor's updates .

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    Zitat Zitat von Frack Beitrag anzeigen
    SWE_PsYcHo, I'm working on two differents engines at the same time, the dungeons engine 2 and on the quake 1 engine With Kurok, i'll maybe make a single player frack mod with the DE2 and a multiplayer one for Kurok, using the same level design for the two homebrews and using the advantages of each homebrews..
    The Dungeons Editor is in constant progress but not 100% optimised yet, i've not enough fps for now for my news levels, so we have to wait for the nexts editor's updates .
    Sounds great :) do you got an estimate of when the single player mod may be released or something? :)

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    MAYBE for christmas, but a second demo could be realeased before..

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    nice development, gotta try this out

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    Zitat Zitat von Frack Beitrag anzeigen
    MAYBE for christmas, but a second demo could be realeased before..
    something to look forward for :)

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    download

    I've just uploaded version 1.0.6

    - some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)

    editor changes:

    - set hitpoints of each enemy

    game changes:

    - set hitpoints of player (config.txt)
    - faster rendering of world geometry

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    Dude, now that is pretty beast right there. Very very nice.

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    Awesome :)

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    Whoa, releasing new versions like crazy!

    Thanks!

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    Standard yeaa

    god accion,bots,super good.

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    great timing! now i just need a day and i will upload my mod. its finished (except for one thing) then im going to update/use the new tools to test.

    it should be done tomorrow

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    Zitat Zitat von BTR711 Beitrag anzeigen
    great timing! now i just need a day and i will upload my mod. its finished (except for one thing) then im going to update/use the new tools to test.

    it should be done tomorrow
    Sweet, can't wait to give it a test out!

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    Talking

    The Deadly Castle

    Link:http://www.sendspace.com/file/se0b87









    I hope you enjoy:dj::Jump:

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    Zitat Zitat von BTR711 Beitrag anzeigen
    The Deadly Castle

    Link:http://www.sendspace.com/file/se0b87









    I hope you enjoy:dj::Jump:
    GUAUUU,es FANTASTIC:Jump:

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    Wow. That is really good. Platforms took me a while to figure out, great addition to the game. I never would have thought of that. Beast map.

    Waypoints would be pretty cool for bots, you could have hallways with gaurds walking along them. Also, a customizable enemy sight range would be awesome.

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    Nice update Charnold and The Deadly Castle is cool too BTR711.

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    Hey,


    I've run into a little bit of a problem with the editor, well really it's the game thats causing the problem.


    I'm applying 3 textures to a component face, a background, an image with transparency and the same image glowing (in that order).

    In the editor it's looking like this:



    But in the game, however only the PSP version I get this:




    For that component face I have used the following settings:

    Slot 1 - Green Background Texture

    Default Settings

    Slot 2 - Bronze Panel

    Blending: Alpha Blend
    Rest of settings Default

    Slot 3 - Bronze Panel Glow

    Blending: GLOW_SIN_SLO
    Rest of settings Default


    Now, Im no expert but I'd imagine that the aplha transparency on slot 3 is being replaced by black on the PSP as it doesn't support that unless set to 'alpha blend'. However, Windows does so its working fine in the editor and the PC version of the game.

    Is there any way round this or is this something that could be patched in an update to the engine?


    Thanks in advance,
    JamesX

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    In the editor, you can select the psp-pixelformat for the texture. Did you select a format, that supports an alpha channel (5650 = doesn't support alpha, 4444 = 4 bit for alpha, 8888 = 8 bit for alpha, ...)

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    Zitat Zitat von charnold Beitrag anzeigen
    In the editor, you can select the psp-pixelformat for the texture. Did you select a format, that supports an alpha channel (5650 = doesn't support alpha, 4444 = 4 bit for alpha, 8888 = 8 bit for alpha, ...)
    Thanks, this worked perfectly! I had the pixelformat set to 5650 but a quick change to 8888 has corrected the problem.


    Thanks Again!

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    thanks to those of you who liked my game =)

    im now working on something new and hopefully it will be awesome =) much more complex world. with many hidden things(not gona tell)

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    do normal solid textures(ones that do not flash, light up and or move affect the frame rate of the game?
    what causes the biggest slowdown for the frame rate? (that bogs down the psp)

    i thought that you said that you would be giving us a new zoom so we can make smaller things like paper, is there any word on that? because the zoom factor 11-13 makes the same size pieces
    Geändert von BTR711 (07-13-2008 um 12:32 PM Uhr)

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    To speed up texture rendering, you can:
    - select a 16 bit color format (4444, 5551 or 5650), and not the 32 bit format (8888)
    - use lower resolution textures
    - load the most used textures to vram

    I'll add a new zoom in the next updates!

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    Zitat Zitat von charnold Beitrag anzeigen
    To speed up texture rendering, you can:
    - select a 16 bit color format (4444, 5551 or 5650), and not the 32 bit format (8888)
    - use lower resolution textures
    - load the most used textures to vram

    I'll add a new zoom in the next updates!
    thansk
    so do textures slow down the frame rate?

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    Zitat Zitat von BTR711 Beitrag anzeigen
    thansk
    so do textures slow down the frame rate?
    Yes, like games in lua the More things ( in this case textures) on objects in a Map the less FPS But only a hell load of textures would seriously lower the FPS depending on bit and the image file-size

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    Zitat Zitat von BTR711 Beitrag anzeigen
    thansk
    so do textures slow down the frame rate?
    Best, turn off vsync (to show the real fps) and try different texture settings, so you can see, how much they affect the framerate of your maps.

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    Could someone walk me through the EXACT actions, down to the click and keystroke, of the steps I should follow to construct one box as one map area, then another cube as another map area, and link them?

    It would be very much appreciated.

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    Out of curiosity, is there any possibility of proper collision detection with non-cuboid objects, such as 45 degree angle walls? Just wondering. Besides that, I do say, this is awesome indeed.


 
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