UGAC –Handheld Environment– Ain't no Strogg Here! – MrDev

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Old 03 March 2006   #1
UGAC –Handheld Environment– Ain't no Strogg Here! – MrDev

Name: MrDev
Genre: Scifi-FPS
System: PSP Handheld
Concept: Quake 4 esk mars base with a mix of tech and concrete level designed to be a quick deathmatch type; outdoors.

Never like to do this, but since I have time time to work on "off" project work I'm going to tap in. I've been playing way to much Quake 4 recently (online, singleplayer needed more work)

I liked its outdoor level design so I'm taking a stab at it...

I'm using radiant and other tools because I'm not that good at modeling.



this is a test setup, things will change come tomarrow morning... aswell as more angles of the map...

::edit:: I just realized I didnt follow a rule
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personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...

Last edited by MrDev : 03 March 2006 at 03:15 AM.
 
Old 03 March 2006   #2
interesting plan
and what rule would that be
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Old 03 March 2006   #3
the one about the title...

updates...



__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
Old 03 March 2006   #4
Well the main map layout is complete and I'm still at only 3,000 Polygons...

Even witht he detail I wont get any more than 5,000 polygons...

But for now i'm going to hit up on texture work...
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
Old 03 March 2006   #5
here is just a little progress update

I've finished all of the basic floor plans and geometry so its on to detailing...

__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
Old 03 March 2006   #6
Video!

I have managed to finish all the archatectural stuff I intended too...

this has turned into a 2-4 player deathmatch arena. a small one... on some mars outpost...

Alot of optomization occured and I even managed to get a video of it running on the psp... currently the engine has a bad clipping system so the framerate was around 20-30 fps most of the time... (we dont have occluders running yet, which will boost framerate aswell)

http://half-there.uni.cc/random/irisengine.mov

::EDIT::

Link works now
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...

Last edited by MrDev : 03 March 2006 at 12:18 AM.
 
Old 03 March 2006   #7
wow, you certainly are MrDevelopment

well done I just watched the thing, kinda too dark but did get glimpse of how it looks like
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Old 03 March 2006   #8
I owe it all to my programmer... He made it possible...

I also just figured out why the framerate was so low...
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
Old 04 April 2006   #9
- - - News Update on Deadline - - -

Hope that helps!
-Daren Loney


I do not know how close you are to being finish;
But so far, the level looks great.
Hope to see it submitted.
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Old 04 April 2006   #10
thanks, I'd been cut down by work projects which ran in the same pipeline as this :P Never had time to texture the level. Thanks for the extention!
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
Old 04 April 2006   #11
That video was really interesting..

So is this a quake2 port or something for the psp? very impressive to see it on hardware

The modelling looks very nice, can't wait to see it textured, and when you make another video
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Old 04 April 2006   #12
Its an independant engine utilizing the Quake 3 BSP format, and the Quake 2 MD2 model format, If you notice, there are no light maps, a sad misfortune. Hopefully the clipping bugs and the lightmaps will be fixed some time this month.

Its not really as optomized as it could be, right now, we dont have nice things like Occluders, Hint Nodes, support for NoDraw brushes... and e are using the old Q3Map compiler rather than the new one because of the lightmap size and color detail.

Right now the engine is really simple, it detects collison for the player/enviroment, has some simple bot code. and fully rendered by the GPU.

We recently got alot of custom map and model packs made by the homebrew community which shows their support for the project aswell.

I'm busy with my own work and the online multiplayer game modes, using your basic CTF style maps and such, I'll be sure to get them up here sooner or later. I'm still learning how to model which hasnt gone so well so far..
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
Old 05 May 2006   #13
man, just watcvhed the video, damn thats very cool mate! so is this going ot be a open source engine or something inhouse? either way thats super rad!
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Old 05 May 2006   #14
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