Question about Bakers psp engine
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Question about Bakers psp engine
Hey baker, On your quake mod,kurokquake, Did you add hlbsp to it or something?
because I followed your half life bsp tutorial for stock and gl quake, and I kinda know what needs to be added, and I opened up wad.c, and Sure enough, You had the rgb converter and wad3. So Can't I just implement it in Kuok?
because I followed your half life bsp tutorial for stock and gl quake, and I kinda know what needs to be added, and I opened up wad.c, and Sure enough, You had the rgb converter and wad3. So Can't I just implement it in Kuok?
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
All you PSP guys should beg Downsider for a tutorial for HLBSP for the PSP engine.
I happen to know how to do it, but at the same time since I didn't write the code and Downsider did I wouldn't feel right posting a tutorial on how to do it and there is further conflict since I am a part-time participant of the Solitude project and he did it for their engine.
If I posted a tutorial based on the work of others that isn't publicly available, I'd feel bad.
One option is to wait for Downsider to release a mod using his engine and THEN I'd feel comfortable writing an engine tutorial since he'd have to release the source anyway. Or another option is to wait for a public alpha or beta release of Solitude which would also be ok since the source would be out there.
A final option would be wait a while and if I manage the nigh hard task of porting the FTEQW mechanism for 24 bit color to a software renderer which will allow things like FlashQuake to use HLBSP or a "QSB 2.0 BSP format" then I'd likely write HLBSP for the PSP from scratch by myself and write up a tutorial since I'd want it to run on all versions of engine(s).
I happen to know how to do it, but at the same time since I didn't write the code and Downsider did I wouldn't feel right posting a tutorial on how to do it and there is further conflict since I am a part-time participant of the Solitude project and he did it for their engine.
If I posted a tutorial based on the work of others that isn't publicly available, I'd feel bad.
One option is to wait for Downsider to release a mod using his engine and THEN I'd feel comfortable writing an engine tutorial since he'd have to release the source anyway. Or another option is to wait for a public alpha or beta release of Solitude which would also be ok since the source would be out there.
A final option would be wait a while and if I manage the nigh hard task of porting the FTEQW mechanism for 24 bit color to a software renderer which will allow things like FlashQuake to use HLBSP or a "QSB 2.0 BSP format" then I'd likely write HLBSP for the PSP from scratch by myself and write up a tutorial since I'd want it to run on all versions of engine(s).
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
The code bases aren't so different. If you have half a mind you can port it over to the PSP. At that point, to have the best HLBSP support you could possibly have in terms of saving RAM, you'd have to add CLUT support (loading them as 8bpp instead of 32) and DXT compression.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
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