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3d Modeling for game development

 
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Dariusc123456



Joined: 12 Aug 2008
Posts: 394

PostPosted: Fri Sep 05, 2008 10:22 am    Post subject: 3d Modeling for game development Reply with quote

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

PostPosted: Fri Sep 05, 2008 11:38 am    Post subject: Reply with quote

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

PostPosted: Fri Sep 05, 2008 11:56 am    Post subject: Reply with quote

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

PostPosted: Fri Sep 05, 2008 1:19 pm    Post subject: Reply with quote

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

PostPosted: Fri Sep 05, 2008 7:00 pm    Post subject: Reply with quote

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

PostPosted: Fri Sep 05, 2008 7:05 pm    Post subject: Reply with quote

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?


?

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

PostPosted: Fri Sep 05, 2008 9:11 pm    Post subject: Reply with quote

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

PostPosted: Sat Sep 06, 2008 3:09 pm    Post subject: Reply with quote

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

PostPosted: Sat Sep 06, 2008 6:26 pm    Post subject: Reply with quote

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

PostPosted: Sun Sep 07, 2008 1:10 am    Post subject: Reply with quote

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

PostPosted: Sun Sep 07, 2008 3:14 am    Post subject: Reply with quote

...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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