Search found 19 matches

by M.r Lemony Fresh
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: 1531

just updated the last message, it kind of looked like i didn't still need help.
by M.r Lemony Fresh
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: 1531

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
by M.r Lemony Fresh
Thu Sep 25, 2008 10:28 pm
Forum: PSP Development
Topic: 3d Game Engine?
Replies: 2
Views: 1716

the LTE engine. http://www.ltestudios.com/

and be sure not to post multiple threads about the one subject ;)
by M.r Lemony Fresh
Wed Sep 17, 2008 9:09 pm
Forum: PSP Development
Topic: No MOD PSP Keyboard, Mouse, Joystick
Replies: 29
Views: 32814

:O sell it for a zillion dollers
by M.r Lemony Fresh
Wed Sep 17, 2008 2:08 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7654

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 ...
by M.r Lemony Fresh
Tue Sep 16, 2008 9:31 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7654

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...
by M.r Lemony Fresh
Tue Sep 16, 2008 9:19 pm
Forum: PSP Development
Topic: Putting together a PSP Dev team
Replies: 8
Views: 3615

i'd help if you were the coder and I were the gfx artist ;)
but do a mod for quake, you will get a better chance of people coding for you, there are heaps of quake associated coders out there.
by M.r Lemony Fresh
Thu Sep 11, 2008 7:14 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7654

@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...
by M.r Lemony Fresh
Thu Sep 11, 2008 4:40 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7654

@Raphael "I'm gonna take this lightly, because you said you're an gfx-artist rather than a coder, so you're more towards the end-user point, that just notices visible differences" I'm just simply telling you what i saw "Also, you're expecting too much from the PSP - there is nothing s...
by M.r Lemony Fresh
Wed Sep 10, 2008 4:58 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7654

"Smooth interpolated animation (removing the need for md3 support)" not in the least, quake's models have a very small frame limit, poly limit, and the skins use that crappy quake1 palette. That's another thing, the texture formats are part of the programming and stick to the palette, no g...
by M.r Lemony Fresh
Tue Sep 09, 2008 10:41 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7654

(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...
by M.r Lemony Fresh
Wed Jan 16, 2008 7:48 pm
Forum: PSP Development
Topic: need McZonks quake 2 psp source code
Replies: 5
Views: 3737

YES! which release is it??

EDIT: aah i just tried the latest one, what dya know, thanks
by M.r Lemony Fresh
Wed Jan 16, 2008 3:58 pm
Forum: PSP Development
Topic: need McZonks quake 2 psp source code
Replies: 5
Views: 3737

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...
by M.r Lemony Fresh
Wed Jan 09, 2008 3:53 pm
Forum: PSP Development
Topic: need some help, at rock bottom
Replies: 4
Views: 2919

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 ...
by M.r Lemony Fresh
Wed Jan 09, 2008 8:16 am
Forum: PSP Development
Topic: need some help, at rock bottom
Replies: 4
Views: 2919

i think there was a misunderstanding in the things i wanted to have for my game, I'm not expecting someone to do all the work for me, i just need a way to be able to support these things.
by M.r Lemony Fresh
Tue Jan 08, 2008 9:43 pm
Forum: PSP Development
Topic: need some help, at rock bottom
Replies: 4
Views: 2919

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...
by M.r Lemony Fresh
Sat Dec 01, 2007 4:35 pm
Forum: Help Wanted Requests
Topic: Who needs an artist? (PSP)
Replies: 1
Views: 24043

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...
by M.r Lemony Fresh
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: 3936

I've been making some quake maps with textures, I've finished one and am still working on my second. would anyone be interested in help me if showed the finished result?
by M.r Lemony Fresh
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: 3936

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...