Xash3D (Half-Life compatible engine) port

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w_glow
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Re: Xash3D (Half-Life compatible engine) port

Post by w_glow »

hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E

maximqad
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Re: Xash3D (Half-Life compatible engine) port

Post by maximqad »

w_glow wrote: Sun Oct 13, 2024 9:36 am hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E
Opfor would be possible since it has been ported to HLSDK-portable. Models and textures would need repacking and compressing to PVR formats.

Well, project update!
It is not dead, I frequently post in simulant xash3d subchannel.
Last two weeks I was busy into modifying xash to support PVR compressed textures.
Here’s a 17 minutes demo gameplay video:
https://youtu.be/reuamWkw1JE?si=cYRLGnaGIqbCSFSn

Textures, models, maps are Half-Life’s Dreamcast game data. Game is running at 640x480.
Yeah, it is still early alpha, and need adjustments to render. As you can see on video, some textures are bugged, especially on test chamber. Some slowdowns are associated due to debugging spam into console.

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Anonymouse
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Re: Xash3D (Half-Life compatible engine) port

Post by Anonymouse »

This would be incredible to play online with dreamcast.
Dreamcast: Blue Swirl, 60hz, White LED, Removable battery holder, Internal SD card reader, BBA, DreamPi, RGB Scart

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w_glow
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Re: Xash3D (Half-Life compatible engine) port

Post by w_glow »

maximqad wrote: Sat Nov 09, 2024 12:53 pm
w_glow wrote: Sun Oct 13, 2024 9:36 am hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E
Opfor would be possible since it has been ported to HLSDK-portable. Models and textures would need repacking and compressing to PVR formats.
OK. If you port OpForce, I can help you with repacking models and textures and compressing them into PVR formats.

maximqad
undertow
Posts: 25

Re: Xash3D (Half-Life compatible engine) port

Post by maximqad »

Hello, guys.
We assembled build on 16 MB RAM and taking multiplayer tests. Stay tuned.
PXL_20241212_123844104.jpg

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Mechanic
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Re: Xash3D (Half-Life compatible engine) port

Post by Mechanic »

maximqad wrote: Sat Nov 09, 2024 12:53 pm
w_glow wrote: Sun Oct 13, 2024 9:36 am hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E
Opfor would be possible since it has been ported to HLSDK-portable. Models and textures would need repacking and compressing to PVR formats.

Well, project update!
It is not dead, I frequently post in simulant xash3d subchannel.
Last two weeks I was busy into modifying xash to support PVR compressed textures.
Here’s a 17 minutes demo gameplay video:
https://youtu.be/reuamWkw1JE?si=cYRLGnaGIqbCSFSn

Textures, models, maps are Half-Life’s Dreamcast game data. Game is running at 640x480.
Yeah, it is still early alpha, and need adjustments to render. As you can see on video, some textures are bugged, especially on test chamber. Some slowdowns are associated due to debugging spam into console.
Awesome project! nice job!
So here's what i've learned with quake 3 map conversion for the og draeamcast .I really dont go over 128x 128 when converting to pvr maybe even as low as 64x64 for the floor or common stone textures just to keep loading times low and better performance.
Italian Stallion

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w_glow
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Re: Xash3D (Half-Life compatible engine) port

Post by w_glow »

I'm glad this project hasn't been abandoned

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w_glow
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Re: Xash3D (Half-Life compatible engine) port

Post by w_glow »

Mechanic wrote: Fri Dec 13, 2024 4:31 am
Awesome project! nice job!
So here's what i've learned with quake 3 map conversion for the og draeamcast .I really dont go over 128x 128 when converting to pvr maybe even as low as 64x64 for the floor or common stone textures just to keep loading times low and better performance.
I think in sp even 256x256 can be used in HLDC, for example the sky textures in the game are 512x512 on Dreamcast (but on PC the sky is 256x256) 😁🤔

maximqad
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Posts: 25

Re: Xash3D (Half-Life compatible engine) port

Post by maximqad »

w_glow wrote: Fri Dec 13, 2024 12:32 pm
Mechanic wrote: Fri Dec 13, 2024 4:31 am
Awesome project! nice job!
So here's what i've learned with quake 3 map conversion for the og draeamcast .I really dont go over 128x 128 when converting to pvr maybe even as low as 64x64 for the floor or common stone textures just to keep loading times low and better performance.
I think in sp even 256x256 can be used in HLDC, for example the sky textures in the game are 512x512 on Dreamcast (but on PC the sky is 256x256) 😁🤔
We actually use 512x512 VQ for skyboxes.

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Mechanic
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Re: Xash3D (Half-Life compatible engine) port

Post by Mechanic »

maximqad wrote: Sat Dec 14, 2024 12:37 am
w_glow wrote: Fri Dec 13, 2024 12:32 pm
Mechanic wrote: Fri Dec 13, 2024 4:31 am
Awesome project! nice job!
So here's what i've learned with quake 3 map conversion for the og draeamcast .I really dont go over 128x 128 when converting to pvr maybe even as low as 64x64 for the floor or common stone textures just to keep loading times low and better performance.
I think in sp even 256x256 can be used in HLDC, for example the sky textures in the game are 512x512 on Dreamcast (but on PC the sky is 256x256) 😁🤔
We actually use 512x512 VQ for skyboxes.
Yes , q3 will load 512's and 256 also . All i'm saying is lower is better for performance and people on the dc won't really see a difference from 256 to 128. I tested maps out with 512.s and 256 textures, all i found is, it increased loading times with lower performance without much of a visual benefit
Now this is on a 16mb ram og dreamcast of course. I'm sure the 32mb ram mod handles the bigger textures better
Italian Stallion

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