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Messages - Produkt

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General Development / Re: Do you like the look of the ammo- pack?
« on: August 18, 2006, 07:38:33 PM »
how about high poly models (5k tris including the hands) for the first person view...

I know my machine yearns for something like that

I think DP could use the extra push, with the water effects I'd only hope you could atleast have a Quake 3 version... ya know?

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General Development / Re: Do you like the look of the ammo- pack?
« on: August 18, 2006, 10:41:06 AM »
I wouldnt mind modeling some new versions of the markers if people want to texture them... And to be honest.. if Jitspo wants to make A new version on Xreal I'm all the way there I'll do normals and everything

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General Development / Re: PSP Port of Digital Paintball
« on: August 09, 2006, 09:25:44 AM »
It currently runs inbetween 30 and 60 fps atm on stock hardware and its unoptomized...

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General Development / Re: New hopper anyone?
« on: August 07, 2006, 05:13:13 PM »
Its going to be lowered... aswell as srank a bit

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General Development / Re: New hopper anyone?
« on: August 07, 2006, 04:30:23 PM »
Its for the PSP guys, sorry to get your hopes up :(

this is about how big its going to look on the console...


http://half-there.uni.cc/wip/fps_large.gif

and you joke! but, if we get a good enough responce there will be a story mode where you save up money to upgrade your guns. Buy better ones ect...

3 maps in progress 1 is based of the 2006 US Paintball championships field, The one avalible in the first demo was made up off of the top of my head and lastly there is one based off of a field in Mobile alabama the wooded area of "Bob's Paintball" Which I play at when I'm visitin my family in alabama Next up is the MR2 (this is part of the realism set)

then I've got to get ahold of an Ion to play with so we can get the specifacations right and for sound recording

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General Development / Re: New hopper anyone?
« on: August 07, 2006, 12:14:53 PM »
Without deleating the unseen faces the hands, marker, and hopper reach about 900 tris, we then have to remove all backfaces before texturing

all weapon models with hands are required to be under 500 tris and thats the finished version...

here's the current marker Spyder MR1

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General Development / New hopper anyone?
« on: August 07, 2006, 03:41:48 AM »
Maybe its just me but I can have an automatic marker with a gravity loader I'd have jams all the freakin time... so! why not  an electric hopper?

Its 170 Tris and we need more detailed models any way... what do ya say?


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General Development / Re: PSP Port of Digital Paintball
« on: July 26, 2006, 10:54:35 AM »
Nope...

Its alot harder than it seems, Its the last thing to be added if we do..

any way, we need alot of custom animations and such, so we are breaking way from using any DP content. the name will be different aswell but we will gve a special thanks to DP for inspiration aswell as jit for helping me with md2 animation

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General Development / Re: PSP Port of Digital Paintball
« on: July 12, 2006, 09:09:41 PM »
what do you think I am a magician!?

I'm going to admit it, I'm not hot stuff when it comes to coding, this probably is my bigest challange yet as far as coding. dont think I'm ready to do wireless multiplayer.

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General Development / Re: PSP Port of Digital Paintball
« on: July 12, 2006, 08:52:00 PM »
Bah just going to have to wait... learn how to code a little better, then maybe I can implement SKM.

bye every one!

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General Development / Re: PSP Port of Digital Paintball
« on: July 12, 2006, 06:24:53 PM »
Yes this will work with the eboot loader.

Right now the only issue we are having is with the model format (still using md2...)

I would like to use entirely new content but at this time, I'm not sure if we will have time to animate everything in the weird MD2 style... (just so you know I hate it with a passion)

you will all just have to wait and see... tomarrow I will be going to alabama... I'll be bringing my laptop so maping and texture work will be going on. you will hear from me again on the 23rd

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General Development / Re: Quake 2 MD2 compiling is driving me mad...
« on: July 12, 2006, 03:50:56 AM »
milkshape...

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General Development / Re: Quake 2 MD2 compiling is driving me mad...
« on: July 11, 2006, 07:12:42 PM »
Thanks jit!

If I have my animations in seperate MD2 files, do you know of how I can merge them?

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General Development / Quake 2 MD2 compiling is driving me mad...
« on: July 11, 2006, 05:38:49 PM »
Alright... maybe its just me... but I have a nice new set of models I made and want to use... but, I can get but one animation on my md2 file...

I've googled for hours and still nothing, what tools do I need to get multiple animations into my model file?

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General Development / Re: PSP Port of Digital Paintball
« on: July 11, 2006, 03:44:47 AM »
Well

Right now we are using a dual controle scheme to make the game fast paced and easy to controle wile still allowing those to slow down and camp in corners

some methods of attack are still being worked out but from my experience of actualy playing painball its not about being acurate is about shooting in their direction long enough for your team mate to sneek around and shoot the other player point blank. heh.

I'm having to rework the HUD, its going to get scaled down big time and the time/kill/win boxes will be removed and replaced by a line above at the top where they will be just text... I have to figure out a slightly cheaper way to make some of that...  it eats up to much video ram (we only have 2mb :( )


What do you guys think of a 3d hud!? I'm thinking because msot of the textures will already be in use it could save vram!! What do you think?

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General Development / Re: PSP Port of Digital Paintball
« on: July 10, 2006, 02:23:24 PM »
I'm on 1.5 always have been :P

First person is being worked on and alot of great things are to be in the first releaserelease number 2 we will begin to see multiple guns and CTF

after that if my good buddy has time to get crackin there will be a wifi multiplayer (no idea how yet)

::EDIT::

added a concept for the HUD

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General Development / Re: PSP Port of Digital Paintball
« on: July 10, 2006, 12:32:53 PM »
The engine is currently closed source, (i'm not the original developer)

but in the future we hope to have the Iris engine, the Quake/HL of the PSP 3d engines most likely GPL but! modders can make the PSP's equivalent of dll's  if they want to have their mod closed source

any way here is just a little picture of the model on the psp (nice 60 cap from vsync)

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General Development / Re: PSP Port of Digital Paintball
« on: July 10, 2006, 11:24:19 AM »
Unfortunately this isnt a Pure Port

the PSP version wouldnt connect to the PC version in any way. and getting all the kinks worked out will take a bit of time.

I'll see about talking to the programmer about tweeking some of it today. the first release will be a field based off of the US Paintball Championship, field. a single marker simi auto only.

no ETA


Features List
- Marker: Simi Auto Tipmann 98 Custom
- Team DM
- 3 "Players" per team, (player with 5 bots)
- One map based of of the US Paintball Championship setup.

In the future multiplayer will be added but when Iris supports it.

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General Development / PSP Port of Digital Paintball
« on: July 10, 2006, 10:17:39 AM »
Hello there, I'm a level designer for a homebrew Play Station Portable 3d engine called iris. The engine was built from the ground up for the psp with support for the quake 3 map files and Quake 2 MD2 files.

I would like to know if you wouldnt mind If I ported Digital Paintball to the engine. using the old MD2 models and some textures?

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