Another quick update: Tracks loaded and textures working! But as you can see all textures are loaded but some have issues, like the tree's have no transparency and the texture for the deck chair is also meant to provide for other objects... but is just using the whole texture sheet instead of the intended section. Im sure I know how to fix some of this by exporting in a different PVR standard. (This game has been found to use three different PVR standards so far)
Im hunting through all the usermods for revolt and checking to see what maps will run at full speed under the dreamcasts power. I have had a few framerate killers.... but Im able to edit the draw distance quite easy now so will be able to fine tune all working tracks. Low poly counts all the way for revolt!
You might want to post this over at Assembler Dreamcast development forum, I am sure people there would love to see what you are working on! Might even get a few people to help you with ideas on how to fix some things if you ever get stumped.
Hi everyone thanks for the kind words. I worked on it more tonight and got some good progress! I have imported a highly detailed custom map and got it about 90% perfect. Im stuck with transparency on tracks.. They use a much more complicated version of PVR. Everytime you see chunks of black that is the transparency failing. I googled into it and I need to learn how to build a "Mipmap" PVR, It has multi layers or something like that but I will read more into it next time.
For now I tried my hand in "making do" so when you see the blocky tree's ... thats me trying a new angle at covering it up.
I also tried adding in some mario fonts to see how well it worked. When I complete the race you will see the "1st" is mario style.
Last change is I tried to change one of the weapon logo's so you can see me pickup a red shell. (for whatever reason the weapon wouldn't work on this track by slamming into the ground.... something to worry about later)
I also need to reduce the draw distance a little to help with some framerate drops. I also think the graphic glitches are from NullDC .. or just another texture issue.
Updateee!!! I have figured out track transparency =D
Now I just need to find out why some textures are streaking (Check the buildings in the background)
Mario karts have been scrapped because they fault a bunch of the weapons and like to stick to walls. I have tons of real cool cars and tracks lined up, This track im working on is a scrapped official level that was completed by a fan and released.