Search found 19 matches
- Mon Oct 06, 2008 9:43 pm
- Forum: PSP Development
- Topic: i need to know how stereomike added crouch to cs PLEASE!
- Replies: 1
- Views: 1561
- Sat Sep 27, 2008 2:16 pm
- Forum: PSP Development
- Topic: i need to know how stereomike added crouch to cs PLEASE!
- Replies: 1
- Views: 1561
i need to know how stereomike added crouch to cs PLEASE!
can someone please tell me how stereo mike was able to add crouch support to his game? preferably himself.
it's important, because i want to add a vent to my first level, and it's hard to make a judgment on what sizes i need
it's important, because i want to add a vent to my first level, and it's hard to make a judgment on what sizes i need
- Thu Sep 25, 2008 10:28 pm
- Forum: PSP Development
- Topic: 3d Game Engine?
- Replies: 2
- Views: 1750
the LTE engine. http://www.ltestudios.com/
and be sure not to post multiple threads about the one subject ;)
and be sure not to post multiple threads about the one subject ;)
- Wed Sep 17, 2008 9:09 pm
- Forum: PSP Development
- Topic: No MOD PSP Keyboard, Mouse, Joystick
- Replies: 29
- Views: 33325
- Wed Sep 17, 2008 2:08 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7860
I very much admire your low poly modelling - 300 for a person is very low and he looks very real. But that was where we were on PS1, so we should be able to belt out 1000 or so per character on PSP. Jim yeh i know, but this is for a quake mod, and i want it to run smooth. A pair of arms with fully ...
- Tue Sep 16, 2008 9:31 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7860
sorry to bump the thread, but this has been bugging me for a while. Poly limit can easily be increased for mdl's in the engine code, which Kurok has done. Frame limit shouldn't even be a factor because you can easily use multiple models, switching them when needed in the game code. the limit is 1024...
- Tue Sep 16, 2008 9:19 pm
- Forum: PSP Development
- Topic: Putting together a PSP Dev team
- Replies: 8
- Views: 3682
- Thu Sep 11, 2008 7:14 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7860
@MDave Since there isn't any one standard format us homebrew psp developers have, we could go with the next best thing, which I believe to be PCX images. Thats pretty close to the ideal image format if you want pretty decent quality AND lots of free memory for these images. Overhead pretty minimal t...
- Thu Sep 11, 2008 4:40 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7860
- Wed Sep 10, 2008 4:58 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7860
- Tue Sep 09, 2008 10:41 pm
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7860
(porting request) an improved/built upon, quake engine
Hi, i don't have a clue how hard it is to code (being a gfx artist) but from what i gather, starting something from scratch is a lot of hard work. not only that, but there aren't a lot of things worth porting for the psp, that have a source code available, can be handled by the psp's hardware and ar...
- Wed Jan 16, 2008 7:48 pm
- Forum: PSP Development
- Topic: need McZonks quake 2 psp source code
- Replies: 5
- Views: 3807
- Wed Jan 16, 2008 3:58 pm
- Forum: PSP Development
- Topic: need McZonks quake 2 psp source code
- Replies: 5
- Views: 3807
need McZonks quake 2 psp source code
Hi, i need it for a stand alone mod, i won't be attempting an enhancement of the code to release any other versions of quake 2 psp or anything. i have searched his site top to bottom and found nothing, if anyone has an email or information regarding McZonks source code, help would be greatly appreci...
- Wed Jan 09, 2008 3:53 pm
- Forum: PSP Development
- Topic: need some help, at rock bottom
- Replies: 4
- Views: 2968
Honestly? Learn to code for the PSP. It's not the difficult. You say you're a graphic artist, and say you like working in 3D, so you've obviously got the math skill and patience enough to do it. You could probably code a decent engine in 6 months if you stick to it. if you basing this on what i've ...
- Wed Jan 09, 2008 8:16 am
- Forum: PSP Development
- Topic: need some help, at rock bottom
- Replies: 4
- Views: 2968
- Tue Jan 08, 2008 9:43 pm
- Forum: PSP Development
- Topic: need some help, at rock bottom
- Replies: 4
- Views: 2968
need some help, at rock bottom
hi, I'm not a programmer I'm a gfx artist so i don't have the freedom of choice when it comes to getting games working with psp, and the way i figure I've got 6 options. 1- use a already ported engine like quake or quake 2, but i'm really not happy with the results, 256 colors+limited palette, and R...
- Sat Dec 01, 2007 4:35 pm
- Forum: Help Wanted Requests
- Topic: Who needs an artist? (PSP)
- Replies: 1
- Views: 24112
Who needs an artist? (PSP)
ok, so i posted a thread before because i wanted to start my own homebrew project, but maybe it needs to start this way. i do; -textures -skinning -modeling -animating -mapping -and other miscellaneous things so if your a coder and know what you want to do but at the same time want some nice graphic...
- Wed Nov 28, 2007 3:52 pm
- Forum: Help Wanted Requests
- Topic: really want to get started making a homebrew (2) (psp)
- Replies: 1
- Views: 3969
- Wed Nov 21, 2007 4:30 pm
- Forum: Help Wanted Requests
- Topic: really want to get started making a homebrew (2) (psp)
- Replies: 1
- Views: 3969
really want to get started making a homebrew (2) (psp)
hi, sorry about the other post, I'm so absent minded. (just incase you missed it, i posted it in the psp development section) here it is in the right spot ;) i like to specialize in textures, modeling/animation, concepts/story/design, maps etc but i couldn't code if my life depended on it, so I'm go...