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Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 5:01 pm
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
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 5:20 pm
by drm_wayne
Skin is too big for psp, use 256x256 (or 128x128 for Phat to save ram ) and it will be fine.
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 6:06 pm
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)
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 6:13 pm
by drm_wayne
can you make a screenshot? i dont use kurok on psp.
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 6:15 pm
by domis4
sorry, but you cant make a screenshot of the shivering

unfortunatelly i havent got a recording software.
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 6:16 pm
by drm_wayne
why not use quakes internal screenshot function??

Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 6:24 pm
by domis4
thanks, didnt knew that
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
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 6:41 pm
by drm_wayne
looks funny, but idk whats happening there.
Im my PSP engine i dont have such effects.
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 7:34 pm
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?
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 7:41 pm
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).
Re: Kurok: shivering weapon model
Posted: Mon Jan 06, 2014 7:55 pm
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?
Re: Kurok: shivering weapon model
Posted: Tue Jan 07, 2014 12:32 am
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.
Re: Kurok: shivering weapon model
Posted: Wed Jan 08, 2014 5:43 pm
by r00k
is it possible in QuakeC you have extended frames in your animation loop?
Re: Kurok: shivering weapon model
Posted: Sun Jan 19, 2014 8:52 pm
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)
Re: Kurok: shivering weapon model
Posted: Mon Jan 20, 2014 6:17 pm
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.