Kurok: shivering weapon model

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domis4
Posts: 19
Joined: Mon Dec 26, 2011 7:29 pm

Kurok: shivering weapon model

Post by domis4 »

Hi, i do for fun some BF3-stylish weapons for Kurok.

After some finished models( which worked fine on fitzkurok on PC),
i choose to give them a try on the PSP. All of them are between 700 and 900 Tris.
The Texture is 480x something. Exported using Blender's 2.69 latest Quakeforge Exporter.
Totally there are 20 frames and as said, everything works fine on PC.

After packing the models to the PSP, there is a constantly shivering.
Best you give it a try: http://www17.zippyshare.com/v/25431406/file.html

is there a solution for this problem? because its freakin annoying while playing :(

EDIT: it doesnt look like the common mdl "Poly-Swimming", its really shivering
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: Kurok: shivering weapon model

Post by drm_wayne »

Skin is too big for psp, use 256x256 (or 128x128 for Phat to save ram ) and it will be fine.
domis4
Posts: 19
Joined: Mon Dec 26, 2011 7:29 pm

Re: Kurok: shivering weapon model

Post by domis4 »

first, thank you for the really quick reply.

did it immediately, transformed the texture to 128x128 but still the same shivering.
Even a fresh kurok pak file didnt solved the problem.
Ive got the PSP Street aka E1004, afaik it has equal specs as the phat. (except wifi)
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: Kurok: shivering weapon model

Post by drm_wayne »

can you make a screenshot? i dont use kurok on psp.
domis4
Posts: 19
Joined: Mon Dec 26, 2011 7:29 pm

Re: Kurok: shivering weapon model

Post by domis4 »

sorry, but you cant make a screenshot of the shivering :P
unfortunatelly i havent got a recording software.
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: Kurok: shivering weapon model

Post by drm_wayne »

why not use quakes internal screenshot function?? :lol:
domis4
Posts: 19
Joined: Mon Dec 26, 2011 7:29 pm

Re: Kurok: shivering weapon model

Post by domis4 »

thanks, didnt knew that :P

well, its not realtime captured video, but you get the point:
http://www.pic-upload.de/view-21868231/thats.gif.html
ignore the camera shaking, its just the shivering of the model
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: Kurok: shivering weapon model

Post by drm_wayne »

looks funny, but idk whats happening there.
Im my PSP engine i dont have such effects.
jitspoe
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: Kurok: shivering weapon model

Post by jitspoe »

I've never done anything on the PSP, so I can't test this or offer much help. Does the PSP require power of 2 texture resolutions? Maybe you need to use a 512x512 or 256x256 texture instead?

Edit: Somebody beat me to it (that's what I get for leaving random forum windows all open).
Edit2: After looking at the .gif, it does not appear to be texture related at all. Does the weapon have some sort of idle animation where it moves slightly? Have you tried simpler geometry/no animations?
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: Kurok: shivering weapon model

Post by drm_wayne »

jitspoe wrote:I've never done anything on the PSP, so I can't test this or offer much help. Does the PSP require power of 2 texture resolutions? Maybe you need to use a 512x512 or 256x256 texture instead?
Yes it uses power of two, if you use 80x80 it will be upscaled to 128x128 etc...
Since he uses Kurok he should only use 256x256 OR 128x128 since Kurok doesnt have DXT Compression.
I think his problem is maybe the v_idlescale OR the analogpad input (change the values).
domis4
Posts: 19
Joined: Mon Dec 26, 2011 7:29 pm

Re: Kurok: shivering weapon model

Post by domis4 »

@jitspoe:

thanks,

well, it propably is engine dependent. at a closer look, every kurok weapon (even the original one) shivers.
The original ones are further away so, you cant see the shiver that much. but i made them to match the ironsights.

@drm_wayne,

which engine did you use, and/ is it compareable to kurok? (smooth model animations, smooth lighting, iron sights)

i tried different values (even disabled analog) but it didnt affected the shivering, so only v_idlescale is left?
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: Kurok: shivering weapon model

Post by frag.machine »

Looks some sort of woobling, maybe due problems when generating float point vertices from byte-precision data ? I don't know PSP, it's just a wild guess based in the animation.
Maybe if you could make one of the models available to download we could examine it and have a better diagnostic.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: Kurok: shivering weapon model

Post by r00k »

is it possible in QuakeC you have extended frames in your animation loop?
domis4
Posts: 19
Joined: Mon Dec 26, 2011 7:29 pm

Re: Kurok: shivering weapon model

Post by domis4 »

Sry, haven't looked the last week at this forum, so here are the Model files:
http://www18.zippyshare.com/v/18606795/file.html
the zip contains the vshot.mdl and the vnail.mdl (the Pistol and the Rifle)
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: Kurok: shivering weapon model

Post by drm_wayne »

If i remember right Kurok has its own custom functions for the first person weapons, i just played it again and they look and act totally different than in vanilla quake..
maybe just disable it in the engine or copy/paste it from vanilla quake.
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