no, i think he means this:
or something like that (no blue on sides)
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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; no, i think he means this: or something like that (no blue on sides)...
no, i think he means this:
or something like that (no blue on sides)
Last edited by chrisw92; 03-19-2008 at 01:00 PM.
yes, chrisw92 that's it
but more like this:
Last edited by Frack; 03-19-2008 at 01:48 PM.
you should make pre-made components instead of that same box (annoying to resize all the time) so when you click the new component you pick a selection from rectangles, triangles, squares ect. then go through another selection to see how big you want it: small, medium, large, X-large.
Here you have the same situation, as if you moved the cube skybox up in y-direction (= move the viewer to the bottom of the cube skybox). Means the distance of the viewer to the top is bigger than the distance to the sides -> textures look distorted when looking around (especially in the corners)Originally Posted by Frack
link of some free skybox textures:
Last edited by charnold; 03-19-2008 at 02:14 PM.
ok thank you Charnold.
I'll probably rework the textures.
why didn't you enable "By map area" memory?
Last edited by Frack; 03-19-2008 at 06:12 PM.
I didn't want loading time when entering a new maparea, but I'll make an option in the next version so you can choose in the editor if you want loading per maparea or loading the whole map (or I'll implement Be3f's idea and make the option per maparea, so only some mapareas can be loaded/unloaded when entering/leaving them)Originally Posted by Frack
it will be a good thing (i'm already out of memory without model pack, but i have 4 areas so it will be possible to free a lot of memory.
It would be great if the engine could load/unload models by mapparea (in order to free max memory but using a lot of differents models ).
for me loading time will not be a problem .
Originally Posted by charnold
Thanks for the link, got there lots of beautiful skyes! Anyone knows where to search highquality md3 models, textures and game sounds?Originally Posted by charnold
Frack - did you edit system256.bmp (font) by yourself, or downloaded it somewhere? What apps/technics did you use, or maybe a link for such fonts, please... ;)
hey could you do something for us? because iv ran out of memory again! lol but on the pc version of the game could you make it so it logs how much memory it used? because no matter what i add or takeaway it always says 0mb free and yet it works on my pc. when i go onto my psp i run out of memory. so to help the people with the psp *easyer* could you make it so when you check the pc's log it tells you how much memory you have used? so we dont have to keep messing with all those files trying to save space?
^ a little hard to understand? i dont know if i
Yes, I've edit system 256.bmp by myself, I've taken the original and i've modified it.
but you have to know that the color system is specific it will not automaticaly reproduce the colors you will put on the system256.bmp.
bleue could render yellow etc...you must try differents colors on the used characters and after modify the fonts type pixels/pixels..
(in fact it will not take as much time as it could seems..)
Btr711 the PSP memory is very small.It is the main problem with this machine but Charnold is improving the engine deeply at each releases (maparea loading/unloading textures ) will allow you to bypass the memory limitations.
Now that im done with my "racing room" or "race car showroom" (x3)
Now im going to work on a multi player map for the chance if we ever get multi player. Other wise il fill it with bots/AI enemy's when they come out:dj:
rooms over room charnold you shouldn't have!
Eh? What? Why not??? :-)Originally Posted by JEMdev
any pics, video, release of your showroom?
love the skybox (im using windows in my map) but when i pick a gun (insted of the -1) it crashes in both windows ME and windows XP
you mean, you click the button "select startweapon", doubleclick on a weapon and then the editor crashes?
charnold - 2 more suggestions: liquids (water, lava, etc - with options) & teleports. I'm still going to remake Serious Sam on DE2...
About memory - in Vram we have space (688KB) for 7 128x128 16 bit textures with mipmaps, or for 2 256x256 + 128x128, or 1 512x512... so put load all other textures in the main RAM.
once i click ok after choosing my weapon (the move startpoint menu)Originally Posted by charnold
liquid would be good but hard to do properly.
there is a teleporter kinda of... just link (make connection) once you do that then 2 components can be used as a teleporter. there is 1 problem though, if there is any grade changes (hight) then thats the only problem that iv had.Originally Posted by Be3f
then you end up staying on the same plain or grade (hight)
Originally Posted by charnold
do you just want pictures or a demo of it? and if you want the demo whats a good uploading/sharing site?
Last edited by BTR711; 03-22-2008 at 11:41 AM.
Originally Posted by BTR711
Maybe I'll improve the connectors in the next versions, so that more can be done with them.
uploading/sharing sites... http://www.theadminzone.com/forums/s...ad.php?t=26626
Great work Charnold .
Im in the process of creating a map but I can't get it to switch map areas. I've created a new map area but I can't switch to it. However, if I open up a new blank map I have no problem switching between map areas.
Another 'tiny' issue. Whenever I press the '2' key (not on the numpad) the program crashes and any unsaved work is lost. Even though I do try save my work as frequently as possible, its annoying to have the program crash when I make an attempt at hitting the '1' key but fail and hit the '2' key. Its not really a problem, I guess I'll have to improve my aim so I hit the '1' key every time.
It would be nice in future versions to have more control over the customization of the start menu and such (e.g changing colours, background, perhaps allowing an intro video?).
Keep up the great work Charnold
i haven't got a chance to mess with the editor yet so let me ask,
are levels models or generated on the fly?
this is definately a jump up from DE1
DE1 = wolfensteind 3d
DE2 = quake 3
lol, adding rooms over rooms, and multiple heights probably destroyed you ai code, which is why i'm guessing its no longer implemented
i like this though, maybe i'll fire out a better icon for it if i get time.
this is strange (switching mapareas, '2' key, crashes)... I've seen this on a PC with an onboard gfx chip: When selecting a new maparea, first nothing happened. But when I minimized and maximized the editor window, the new area was selected...
With the '2' key, the current texture is assigned to the 2nd slot of a component and the slots are blended. Maybe your gfx card/driver can't handle the blending function (driver update?)
I don't have an answer for the problems on PCs with onboard gfx chip, some problems could also be caused by windows (see some posts ago, Frack had crashes on a special Windows XP revision)
the startmenu: I'll make an option that you can set your own background picture
the levels are modeled in a 3d editor, parts of a level (the current maparea) are rendered in the game
yes, I have to write the ai code completely new... the DE1 code was even tilebased... :-)
i have an onboard gfx chip... that may be the problem.
any chance of releasing it on ubuntu (linux)
It seems that the Skyboxes texture's are not rendered on her full quality, it's ok in the editor but it looks "compressed" on the PSP.(It remember me the very early revisions of dungeons, later you've been increasing quality textures for the walls, maybe it could be fixed using this way ?)
you can change this in the editor (menu mapobjects / edit texture)
here you can set the used pixelformat on the psp for each texture (8888 = 8bit for each r,g,b and alpha = 32bit)
-= Double Post =-
Maybe I'm making some linux dev in the future, so chances are good, and it shouldn't be much work to build a linux version (I'm not using any Windows only libs).Originally Posted by chrisw92
Last edited by charnold; 03-23-2008 at 11:30 AM. Reason: Automerged Doublepost
Ok Thank You it was my problem..
and about this:
"I've seen this on a PC with an onboard gfx chip: When selecting a new maparea, first nothing happened. But when I minimized and maximized the editor window, the new area was selected..."
My XP version of windows (LSD 3.7) did the same thing to me (+ when you want to exit the editor you have to minimized the window too ).
It seems that it doesn't show flashing/moving textures in the editor and it doesn't like textures changes on skyboxes.
I hope JamesX isn't in this situation..
Last edited by Frack; 03-23-2008 at 11:59 AM.
:-) I had this "to exit the editor, you have also to minimize the window" on this PC (with the onboard gfx) too... don't know the windows version, but I can check this week...
Heres my racing room. I hope you all like it
A few things...
*this was made for my family and the type of racing we like. So theres lots of pictures of our favorite teams and cars.
*when i was building this i had a ton more of pictures but i took them out because of privacy (pics of me and my family racing)
*i added a hidden room
* i hope you like it.
Cool, thanks! :-) I've seen one thing now: When you go outside, do you see the flickering lines? You can remove them:Originally Posted by BTR711
- open your map in the editor
- goto mapareas / edit properties
- deselect lightmaps (if you don't want them) and click ok
- goto mapareas / calculate game geometry (this removes the hidden polygons)
- then save the map and create and save game format