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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; And for some reason I can't seem to edit my post. So I'll just add what I was going to ...

  
  1. #481
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    And for some reason I can't seem to edit my post. So I'll just add what I was going to edit here:

    Bah, of course, leave it to me to come up with other things that I'd like to see added... But might as well through it out there, in case it is already possible, and I just haven't been doing it right.

    Anyways... Another thing I was thinking, the ability to make a texture transparent. And I don't mean just one layer, I mean, the entire thing, so you can actually see through parts of an object. For example, using a gate texture and being able to see between the links, instead of it just being white. So I guess that would be kinda more like object transparency or something... But yeah, kinda like that.

    Also, the ability to edit the player's jump height. Simple as that.



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    Zitat Zitat von BetaSword Beitrag anzeigen
    And for some reason I can't seem to edit my post. So I'll just add what I was going to edit here:

    Bah, of course, leave it to me to come up with other things that I'd like to see added... But might as well through it out there, in case it is already possible, and I just haven't been doing it right.

    Anyways... Another thing I was thinking, the ability to make a texture transparent. And I don't mean just one layer, I mean, the entire thing, so you can actually see through parts of an object. For example, using a gate texture and being able to see between the links, instead of it just being white. So I guess that would be kinda more like object transparency or something... But yeah, kinda like that.

    Also, the ability to edit the player's jump height. Simple as that.
    I think charnold.si modified weapons, explosives and rockets example in less shooting, it would be tremendous.
    I think that what haria with ease

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    invisable component/texture thats what me need =) lol

    also the "player height" would be nice sometimes
    Geändert von BTR711 (07-16-2008 um 02:22 PM Uhr)
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Zitat Zitat von BTR711 Beitrag anzeigen
    invisable component/texture thats what me need =) lol

    also the "player height" would be nice sometimes
    the release full complet map castle.genial.:)

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    Zitat Zitat von jomart2000 Beitrag anzeigen
    the release full complet map castle.genial.:)
    are you suggesting that? or are you making one your self?
    i have thought about it. but im not going to make another castle until im done with my city

    also what does genial mean?
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Zitat Zitat von BTR711 Beitrag anzeigen
    are you suggesting that? or are you making one your self?
    i have thought about it. but im not going to make another castle until im done with my city

    also what does genial mean?
    in the previous file ponia castle 20%
    and in this no.osea that this is not finished.
    anyway is not English and use the google traduction.lo'm sorry.
    I like his work and I am grateful.
    a greeting friend.

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    Single most awesome thing that could be added to this game: waypoints.

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    Zitat Zitat von bartamues Beitrag anzeigen
    Single most awesome thing that could be added to this game: waypoints.

    you mean check points?
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Right now, all the bots stay in one area. Waypoints would allow you to say, have a guard bot that walks up/down/around a set track using waypoints. It would add a whole new level of realism to the game, and make for much more interesting gameplay. And again, I think a customizable sight range could be really useful, and would also add realism.

    Another request (possibly a bit far fetched) would be the ability to have scoped weapons. So basically when you push down on the D-pad (or whatever) You get a scoped view (you know, cross-hairs and whatnot) and a bit of zoom. I don't know about the rest of you guys, but sniping has always been the most fun part about FPSs for me.

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    Zitat Zitat von bartamues Beitrag anzeigen
    Right now, all the bots stay in one area. Waypoints would allow you to say, have a guard bot that walks up/down/around a set track using waypoints. It would add a whole new level of realism to the game, and make for much more interesting gameplay. And again, I think a customizable sight range could be really useful, and would also add realism.

    Another request (possibly a bit far fetched) would be the ability to have scoped weapons. So basically when you push down on the D-pad (or whatever) You get a scoped view (you know, cross-hairs and whatnot) and a bit of zoom. I don't know about the rest of you guys, but sniping has always been the most fun part about FPSs for me.
    i got it!

    on the d-pad this is what i would like to see

    up-enter zoom
    down-exit zoom
    right-switch weapon
    left-switch weapon

    and the thumb pad (nub) will still control the camera


    also a line of sight would be cool since im trying to make my newest game for the players to have a choice. you can run and gun your way or hide and sniper to save your life for the final level.


    "no were to hide"
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    well my psp is bricked. dont expect a game for a while... im trying to fix this thing.

    i will still be working on the maps but because i cant test to see how they run it will take longer than i hoped it would
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Zitat Zitat von BTR711 Beitrag anzeigen
    well my psp is bricked. dont expect a game for a while... im trying to fix this thing.

    i will still be working on the maps but because i cant test to see how they run it will take longer than i hoped it would
    Whoa, sorry mate. Been there, I know how you feel. Too bad the Pandora was on the eve of discovery when I decided to get a modchip to un-brick my PSP. After messing up the motherboard trying to install it (everything's so damn small) I was taunted by the Pandora which wouldn't work :Argh:.

    Anyway, I have a Slim now and my old phat sits in its cover, unused.


    JamesX

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    A word to the wise: Apparently, the engine doesn't like having to render the lightmaps for very detailed maps. Case in point: A map my brother is making that's basically a rendering of his apartment. Rendering lightmaps for 2 lights took about an hour or so. The results, though, are pretty nifty.









    It's funny, cause he can't even use his computer to render lightmaps. Trying to basically sends his computer into horrible convulsions. Thus, he must use mine for that part.

    Oh. And the textures look mainly like **** cause the majority of them are 32x32, due to having quite a few of them. Though I'm gonna try and help him get them to a bit better resolution so it doesn't look absolutely horrible. Hopefully we can find a way to fit them into the PSPs memory.

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    Oh, and a shot of something I'm working on myself. Only one, though, as I barely have anything actually done yet:



    I want diagonal walls, damnit... It's just not the same without them... Still looks good, though :)

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    JamesX, im sorry =\ i hope my pandora will work.. eh, iv modded the battery now i just need to get an adapter for my memory stick and put the files on and hopefully it will work..

    ^^wow that looks great! that apartment is super detailed, how well (smoothly does it run? i dont think you will have a memory issue but it might take a while to load..
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Zitat Zitat von BTR711 Beitrag anzeigen
    ^^wow that looks great! that apartment is super detailed, how well (smoothly does it run? i dont think you will have a memory issue but it might take a while to load..
    It actually runs relatively smoothly on the PSP. A bit of slowdown depending on where you are and where you're looking, but that's about it.

    Now, however, I'm just gonna leave something a bit better than screenshots here...

    http://uk.youtube.com/watch?v=SvOU_UDA7Ks
    http://uk.youtube.com/watch?v=aJS3XKVXBJM

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    Zitat Zitat von BetaSword Beitrag anzeigen
    It actually runs relatively smoothly on the PSP. A bit of slowdown depending on where you are and where you're looking, but that's about it.

    Now, however, I'm just gonna leave something a bit better than screenshots here...

    http://uk.youtube.com/watch?v=SvOU_UDA7Ks
    http://uk.youtube.com/watch?v=aJS3XKVXBJM
    that looks great!
    btw how did you take that video?




    the gaint red circle was a building (a building the fell down) im trying to put detail into the world, like if something is broken its pieces are all over the place. sadly i had to take it out because the psp would lag. no textures yet..
    Geändert von BTR711 (07-24-2008 um 01:33 PM Uhr)
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Zitat Zitat von BTR711 Beitrag anzeigen
    that looks great!
    btw how did you take that video?
    I just used Fraps on the Windows version. So yeah, it's not exactly how it'd run on the PSP, cause it's locked at 30 fps, but in a way that's good, cause that's about the lowest it gets on the PSP :)

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    So, I seem to have stumbled upon what would appear to be a rendering bug, or something like that, while doing some lighting tests.

    Basically, it'd seem that, even though everything is set like it should be to allow lightmaps to be created like normal, and all that fun stuff, certain things aren't casting shadows at all. Here's some examples:

    Spoiler for Screenshot of the program:


    Spoiler for Another screenshot:


    I have no clue why this is happening, considering the lighting has worked with every normal type of level I've put through it (which would basically be the two I posted above). So yeah, I have no clue what's going on with that at all.

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    There is a bug when calculating lightmaps for open areas:

    - when you build an open area, you must set it's type to "OPEN" in the map area properties before you calcluate the lightmaps. Once you've calculated the lightmaps with type "SEALED" (and saved it), your map will never work again with "OPEN" correctly... ok, with the next version of the editor, it will :-)


    Zitat Zitat von BetaSword Beitrag anzeigen
    So, I seem to have stumbled upon what would appear to be a rendering bug, or something like that, while doing some lighting tests.

    Basically, it'd seem that, even though everything is set like it should be to allow lightmaps to be created like normal, and all that fun stuff, certain things aren't casting shadows at all. Here's some examples:

    Spoiler for Screenshot of the program:


    Spoiler for Another screenshot:


    I have no clue why this is happening, considering the lighting has worked with every normal type of level I've put through it (which would basically be the two I posted above). So yeah, I have no clue what's going on with that at all.

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    Zitat Zitat von charnold Beitrag anzeigen
    There is a bug when calculating lightmaps for open areas:

    - when you build an open area, you must set it's type to "OPEN" in the map area properties before you calcluate the lightmaps. Once you've calculated the lightmaps with type "SEALED" (and saved it), your map will never work again with "OPEN" correctly... ok, with the next version of the editor, it will :-)
    Aaaaaaaaaaahh... Well, that makes sense, cause that's what I accidentally did. Well then. I guess I should get back to my lighting tests then. Thanks :)

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    Zitat Zitat von BetaSword Beitrag anzeigen
    Aaaaaaaaaaahh... Well, that makes sense, cause that's what I accidentally did. Well then. I guess I should get back to my lighting tests then. Thanks :)

    that also explains why some of my maps from the deadly castle was laggy and some weird lines formed... because i calculated everything more than once. i will not make the same mistake this time!
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Well, after more work on my Megaman Legends-based level, I've come up with a list of various features, both for the game engine, and the editor, that would be nice to have, although not actually necessary.

    1: Proper collision detection for diagonal planes. Even though I have figured out how to fake ramps and such, it'd be nice to have proper ramps.
    2: Transparent objects/textures. Basically, allowing you to set a texture with transparencies to the first layer or an object, and having the transparent parts be, well, transparent. Example:
    Spoiler for Transparent textures:

    3: Ability to add sprites/models as decorations. Though one of the problems I can see with that would be lighting, unless sprites and models were ignored.
    4: Flat object. Like, as in, completely, no thickness at all. Combined with #1, could create stuff like:
    Spoiler for Flat objects + Transparent textures = Fences :):

    5: More sound effects. Perhaps two different foot step sounds that the engine alternates between. A jumping sound, and a separate landing sound. Perhaps even getting ultra fancy, and go with different footstep sounds for different surface textures (set per-surface, just as rotation and such is done now). Probably more that I can't think of off the top of my head.
    6: Background noise/music. I'm sorry, but as awesome as this engine is, running around a rather large level hearing nothing but CLOP CLOP CLOP CLOP CLOP CLOP is almost enough to drive one to insanity. Just something set in the map properties.
    7: Ambient sounds. In object properties, along with the collision object and level exit settings, something to set some sort of ambient sound to an object, probably along with an option for how loud you want it to be/how far you want it to be heard. Basically make it so you can have a bank of mechanical equipment giving off a mechanical hum or something, as an example.
    8: Alterable player stats. Speed, jump height, we've already got health, maybe even the amount of head bob. If items of any sort are ever implemented, having those stats alterable via items would also be awesome.
    9: For the editor, alterable 3D view move speed. Have two speed settings that you can set in a menu or .cfg file somewhere: One speed for normal WASD movement, and another speed for Shift+WASD.
    10: Also for the editor: In the texture editor, a texture preview, so you can see what texture you're selecting, without having to, say, refer to your texture folder. Something like this:
    Spoiler for Texture preview:

    11: A progress bar or something for Calculating Game Geometry. Either that, or some other way of knowing if it's still calculating, or if my brother's horrendously over-detailed stuff has effectively killed the editor. Damn him, recreating Batman's Tumbler out of far too many objects, and then wanting me to render lights for him. It's been going almost 16 hours now, and still no sign of finishing...

    I think that's all I can think of for that kind of stuff at the moment. And like I said, they would be nice, but not necessary. Just stuff to give the end user more options, or, in the case of the editor stuff, make life easier for them.

    And then I have a question. In the Map Properties, if one has the Load Complete Map Into Game option turned off, would that help alleviate any memory problems one would run into with too many textures? Or just any memory problems with having very large overall maps?

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    Oh. And that freaking Tumbler finally finished shortly after posting that. So here's what took 16 freaking hours to render.

    Spoiler for GAH. TOOK FOREVER.:






    And just for posterity, http://uk.youtube.com/watch?v=grw3d4WCqBY

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    BetaSword, it's a very impressive result, very nice work but i'm not so shure that the Dungeons Engine is able to render a such detailed model for now with a decent framerate,

    -You could try to low poly using textures that show littles details instead of moddeling them(for exemple for the side of the back wheel, you could won about 10 polys for each whells only with this little modification)
    To do so you only have to take a front screenshoot of the 3d rendered whell to create a detailed texture.

    - The second solution is not implemented yet but
    md3 models are displayed without slowdown (but they don't have lighting effects for now).

    - For the floor and the walls you don't have to use so many polys when they use the same texture :
    just go in the editor:
    - mapobjects, edit textures, alignment LOCAL, and change the repeat value if needed.
    Geändert von Frack (07-28-2008 um 03:59 AM Uhr)

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    update: psp is still bricked (so i have not tested it yet)

    but, have you ever wanted to explore in air vents? have you ever wanted to be like a spykid or sold snake? well in my newest map, thats what you can do =O

    im hoping that it will not lag to much on the psp... this is my3rd part to my latest game.

    EDIT2: my psp is fixed XD now i can test my maps
    Geändert von BTR711 (07-30-2008 um 09:16 AM Uhr)
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

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    Hey look. A second WIP video of the Megaman Legends map. And it's gotten bigger now. Woo.

    So, umm... I guess that's really all.

    I feel like I'm forgetting something, not having a horribly long winded post. Weird.

  28. #508
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    Just had a thought while re-texturing one of my maps. In the 'Quad Properties' screen, it would be a great help if the filename of the texture used for each slot were displayed. Also, I think a texture refresh feature would come in handy. I'm always editing textures that are already applied to components and it would be so much easier just to hit a button and instantly see the changes rather than saving and re-opening the map.

    Just some thoughts. I don't suppose they would be too tricky to implement into a future release.

    Thanks,
    JamesX

  29. #509
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    this might be a long post :o

    bugs:
    when jumping around, and when the ceiling is too low, then when you jump you will get stuck. but this stuck still lets you walk around. its just you are no longer on the floor. i bet the game engine thinks that all components are "a floor" except for the vertical sides of components. so all horizontal is consider a "floor". though its not a problem, is this a bug? BTW when walking on the ceiling you still get stepping sounds.

    Ideas:

    *needed features*

    -ladders
    -death when you fall X amount of feet/meters

    *features that would be nice but not needed*

    -music, but something like less than 2mb or less than 2 min. *something so we could have some sort of background sound
    -when editing textures (adding/deleting) seeing the texture would be nice (someone has come up with this already


    Questions

    how come components use/take up more frame rate than enemys? i would think that the enemy would slow down the game more because of its polygons...


    my mods

    Im putting on hold my big game for now. instead im working on something new witch should only take a week or 2. since it will not use many textures. but it should still be fun
    DE2 mod(s)
    THE DEADLY CASTLE
    http://www.sendspace.com/file/se0b87
    VIRTUAL RANGE MISSIONS
    http://www.sendspace.com/file/ym55zi

  30. #510
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    Zitat Zitat von BTR711 Beitrag anzeigen
    ...

    how come components use/take up more frame rate than enemys? i would think that the enemy would slow down the game more because of its polygons

    ...
    The differences are:
    - I'm clipping all component polys to the viewing frustum (otherwise the psp hardware would skip big polys with vertices far outside the frustum)
    - The model polys are small, so no software clipping needed
    - The component polys are rendered in multiple passes (depending on how many texture slots are used + if lightmap is used)
    - Model polys are rendered in 1 pass / only 1 texture per polygon / no lightmap

    maybe I'm testing to remove the software clipping and to tesselate the component polys to small pieces, I've read from several people now, that the psp renders a bit faster this way...


 
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