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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Fri Sep 05, 2008 10:22 am Post subject: 3d Modeling for game development |
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| How can I make a 3d model for the psp without manualling entering the code. I will understand if I have too. |
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J.F.
Joined: 22 Feb 2004 Posts: 2906
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Posted: Fri Sep 05, 2008 11:38 am Post subject: |
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| Just use a "normal" format, like maybe 3ds. You'll find example loader code for that and other formats all over the net. |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Fri Sep 05, 2008 11:56 am Post subject: |
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| Cool, thanks. I just need to ask before I start on the game. What is the limit on size of the game. |
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J.F.
Joined: 22 Feb 2004 Posts: 2906
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Posted: Fri Sep 05, 2008 1:19 pm Post subject: |
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Now that is hard to say. Given you asked about 3D models, I'd guess you're doing a 3D game. The biggest thing is Phat or Slim - the Phat only has ~ 24 MB for the game and all its data. The Slim has over 50 MB. Let's put it this way - Quake 2 will run on the Phat, but Quake 3 is too big.
In 3D, one thing you could do to make level data fit better is to use 16 or 256 color textures when you can. Most examples you'll see for the PSP use 32 bit textures - those use four times the memory that a 256 color one the same resolution would use. |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Fri Sep 05, 2008 7:00 pm Post subject: |
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| Thanks. How come that sony games is more than that it should? or are you talking about the game loading into the ram? |
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J.F.
Joined: 22 Feb 2004 Posts: 2906
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Posted: Fri Sep 05, 2008 7:05 pm Post subject: |
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| Dariusc123456 wrote: | | Thanks. How come that sony games is more than that it should? or are you talking about the game loading into the ram? |
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That post made no sense at all. :)
I'm talking about what's in memory, of course. You can have as many level/sound/data files as will fit on the memstick. Games like Quake don't load EVERYTHING into memory. Just what's needed for the current level, and sometimes not even everything for the level. |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Fri Sep 05, 2008 9:11 pm Post subject: |
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| Oh, ok. Ill search on google for some examples. Maybe in a month or so, ill make a modeler for psp users to make 3d models, or levels. Then output the things into c or c++. Lol, im thinking a bit over my head, lol. But sony uses there own make level editor. |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Sat Sep 06, 2008 3:09 pm Post subject: |
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| Ok, I found some examples, but when you said about 3ds, do it need to be extracted from the file, or I just open the file within my code? |
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jean

Joined: 05 Jan 2008 Posts: 489
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Posted: Sat Sep 06, 2008 6:26 pm Post subject: |
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you want to code a 3d modeling software in a month when you did never see one? mmhhhh....begin to walk, then to run. If you want my opinon, maybe it's better for you to praticize with every other aspect of a game before putting yourself into 3D.
PS: if you can't manage to open and parse 3ds files, check out .OBJ that's way simpler! |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Sun Sep 07, 2008 1:10 am Post subject: |
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| I use a 3d modeler. One is from 3d Game Studio. I planned on making something similar to it for psp systems. Sony, have one, so, why cant we? |
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jean

Joined: 05 Jan 2008 Posts: 489
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Posted: Sun Sep 07, 2008 3:14 am Post subject: |
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| ...because there are lots of free/open source PC program that perform better than every average tool we could ever write. Believe me, 3d modeling isn't a nut; i wrote tools for sub/supersample models, generate BSPTrees, generate lightmaps and so on... better to save your time and just write a couple of exporting tool for famous softwares. |
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