Re: Xash3D (Half-Life compatible engine) port
Posted: 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.w_glow wrote: ↑Sun Oct 13, 2024 9:36 am hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E
OK. If you port OpForce, I can help you with repacking models and textures and compressing them into PVR formats.maximqad wrote: ↑Sat Nov 09, 2024 12:53 pmOpfor would be possible since it has been ported to HLSDK-portable. Models and textures would need repacking and compressing to PVR formats.w_glow wrote: ↑Sun Oct 13, 2024 9:36 am hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E
Awesome project! nice job!maximqad wrote: ↑Sat Nov 09, 2024 12:53 pmOpfor would be possible since it has been ported to HLSDK-portable. Models and textures would need repacking and compressing to PVR formats.w_glow wrote: ↑Sun Oct 13, 2024 9:36 am hey, what about OpFor on Xash3D engine - https://www.youtube.com/live/MokuutyBXY ... Jyv4FPQn0E
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.
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)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.
We actually use 512x512 VQ for skyboxes.w_glow wrote: ↑Fri Dec 13, 2024 12:32 pmI 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)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.![]()
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 benefitmaximqad wrote: ↑Sat Dec 14, 2024 12:37 amWe actually use 512x512 VQ for skyboxes.w_glow wrote: ↑Fri Dec 13, 2024 12:32 pmI 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)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.![]()