3D FPS Example

Programming examples for the Psy-Q SDK
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Post by Administrator » November 7th, 2018, 12:23 pm

Very cool 3D environment :)
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Post by LameGuy64 » November 7th, 2018, 2:20 pm

Yeah, TMD is not exactly suitable for rendering large 3D environments so a serious developer would often make their own rendering system. More sophisticated renderers have stuff like mipmaps and geometry LOD as seen in the Spyro games.

The TMD rendering functions are also pretty bloat and have some limitations to them such as limited control in translucency and not much in the way of special effects such as environment mapping.
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Post by NITROYUASH » November 7th, 2018, 8:00 pm

make their own rendering system
*oof*
Okay, sounds hard. Very hard.

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Post by lamb_of_senpai » November 8th, 2018, 1:43 am

NITROYUASH wrote: November 7th, 2018, 8:00 pm
make their own rendering system
*oof*
Okay, sounds hard. Very hard.
It looks like you've got a fairly rectilinear environment, so why not just extend/refine Lameguy64's original method? It looks like you're already working with tiles, so one thing you could do is write your own Blender script to export just the tile location/orientation, size, and associated texture in your own custom format, then write a set of functions to import, generate the geometry, and display it. There are plenty of "cheats" you could do—for instance you could use only a predetermined set of orientations/sizes stored as bit flags to get the read time up, make your exporter merge large groups of contiguous tiles using the same texture into single large tiles, etc. Of course, this wouldn't give you the kind of detail/variety found in a game like Spyro, but it's a good place to start, and you could of course extend this method to include non-tile meshes.

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Post by NITROYUASH » November 15th, 2018, 7:39 am

UPD:
Thanks to Lameguy and this awesome 3D example, i did something like that.
► Show Spoiler
It looks like I still have a lot of work, but it's working :p

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Post by LameGuy64 » November 15th, 2018, 11:01 am

You may want to take a look at this example I made a long time ago that demonstrates how to do 3D transformations with the GTE directly using macros. It is much faster than RotTransPersp3() and gives you more control on how the GTE is being utilized.

You'll need to use dmpsx to convert the weird word codes used in the GTE macro headers to the correct cop2 instructions in your PS-EXE or object file. The Programmer's Tool CD 2.2 has a 32-bit version of dmpsx in it. Alternatively, you can replace the .dw <whatever code> directives in the GTE macros into cop2 instructions to eliminate the need to use dmpsx.
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Post by NITROYUASH » November 15th, 2018, 12:05 pm

Sounds great. I will try to work with this code too :)

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Post by NITROYUASH » December 19th, 2018, 8:06 pm

I have a small question about Blender and PS1 geometry. I don't want to make another theme so I will describe the problem here.

So this is the test-map (Blender):
► Show Spoiler
And this how it's look in PS1 (after Axis Conversion in Blender ( axis_conversion(to_forward='-Z', to_up='-Y').to_4x4() ) with SVECTOR VX VY VZ)
► Show Spoiler
with SVECTOR VX VY -VZ:
► Show Spoiler
Better than nothing, but now my model is mirrored.

UPD:
Fixed. It was a problem with my code (?).

Code: Select all

		nclip = RotAverageNclip4(
			&vp[0], &vp[1], &vp[2], &vp[3], 
			(long *)&obj->x0, (long *)&obj->x1, 
			(long *)&obj->x3, (long *)&obj->x2,
			&p, &OTz, &Flag);
Fix:

Code: Select all

		nclip = RotAverageNclip4(
			&vp[3], &vp[2], &vp[1], &vp[0], 
			(long *)&obj->x0, (long *)&obj->x1, 
			(long *)&obj->x3, (long *)&obj->x2,
			&p, &OTz, &Flag);

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Post by NITROYUASH » February 3rd, 2019, 4:10 am

Hmm... I wonder to know how to fix this lines(?) between quads.

Image

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Post by gwald » February 3rd, 2019, 10:30 am

I think it's because of the lack of float precision (but I get this even with floats on 3DS :? ).
The only way I know how to fix it, is to use vector lookups (indices), ie use the same exact vectors that the surrounding faces use.
But it could be the emulator being over precise, try a different render or emulator... try it on hardware and even on a CTR screen, it might not even be noticeable...

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Post by Administrator » February 3rd, 2019, 4:03 pm

It would be from the PCSXR emulator. Use real hardware like gwald said.
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Post by NITROYUASH » February 3rd, 2019, 7:50 pm

This is not an emulator problem.
Tested on PCSXR, EPSXE, NO$PSX and PS3.
The only way I know how to fix it, is to use vector lookups (indices), ie use the same exact vectors that the surrounding faces use.
Examples? :0

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Post by Sblorgz » February 3rd, 2019, 11:42 pm

The official way to do that is to fill the holes with degenerated triangles (i.e. rendered as textured lines).

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Post by LameGuy64 » February 4th, 2019, 12:19 am

The seams happen when there are two connecting polygons (tris and quads) that are subdivided at different levels and the point of the quad that is subdivided does not always line up with the edge of a lesser subdivided or undivided quad.

Usual workarounds according to the PlayStation documents is to sort very thin triangle strips around the edges of a subdivided quad. That's what my custom quad subdivision routines do to hide the seams though the seams will become visible again when transparency is used.
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Post by NITROYUASH » February 4th, 2019, 5:57 am

The seams happen when there are two connecting polygons (tris and quads) that are subdivided at different levels and the point of the quad that is subdivided does not always line up with the edge of a lesser subdivided or undivided quad.
I confirm this. After some tests with division, i managed reduce the seams. Thanks!

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Post by NITROYUASH » March 30th, 2019, 12:38 am

I have a question about UV for plane(s):

Previously i was using this function:
setUVWH(obj_ft4, U_out, V_out, W_out, H_out);
► Show Spoiler
But this isn't working with POLY_FT3.

Now i want to use this 2 functions:
setUV3(obj_ft3, U0,V0, U1,V1, U2,V2);
setUV4(obj_ft3, U0,V0, U1,V1, U2,V2, U3,V3);

How to set the UV correctly for POLY_FT3 and POLY_FT4 using the UV3/UV4?

Texture Info:
► Show Spoiler
Thanks c:

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Post by LameGuy64 » March 30th, 2019, 1:20 pm

setUVWH() just sets all 4 UV coordinates of a quad based on the values you've specified to its arguments. The macro basically does:

Code: Select all

obj_ft4->u0 = U_out;
obj_ft4->v0 = V_out;
obj_ft4->u1 = U_out+W_out;
obj_ft4->v1 = V_out;
obj_ft4->u2 = U_out;
obj_ft4->v2 = V_out+H_out;
obj_ft4->u3 = U_out+W_out;
obj_ft4->v3 = V_out+H_out;
Assuming U_out and V_out are basically offsets of the texture image relative to its tpage you'll have to do it like this if you want to use setUV* macros:

Code: Select all

setUV3(obj_ft3, U_out, V_out, U_out+W_out, V_out, U_out, V_out+H_out);
setUV4(obj_ft4, U_out, V_out, U_out+W_out, V_out, U_out, V_out+H_out, U_out+W_out, V_out+H_out);
Please don't forget to include my name if you share my work around. Credit where it is due.

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DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

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Post by NITROYUASH » March 30th, 2019, 8:49 pm

Almost working. The texture is flipped to the right :D
► Show Spoiler
Quick fix for me:

Code: Select all

setUV3(obj_ft3, U_out+W_out,V_out, U_out+W_out,V_out+H_out, U_out,V_out);
► Show Spoiler
Last edited by NITROYUASH on March 31st, 2019, 1:16 am, edited 1 time in total.

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Post by likeabaus » March 31st, 2019, 1:04 am

I'm a bit late to the party here, but this is quite impressive LameGuy64!

3D rendering is not an easy task for homebrew developers on the original PlayStation . This is pretty freakin' cool!

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Post by MihaiGamerXD » July 12th, 2019, 5:33 am

Nice example LameGuy64! But I have one more problem. I want to set the resolution to 640x480, but the screen is glitchy!
How can I fix that?

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