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[Project] Augustine

The biggest PSP Homebrew competition ever.
More info at http://wololo.net/genesis
Mexicouger
Posts: 89
Joined: Sun Feb 13, 2011 8:32 pm

Re: [Project] Revamped 2

Post by Mexicouger » Sun Mar 27, 2011 5:15 am

Just an update, We got a new texture artist, who is doing some amazing things. We are redoing most all of our models. Here is an update image, which alot of people Seemed to love.

Image

Still in debug-state, so Radar isn't in right place, and I am working on a new alpha transparency. I also got tga image loading ported into Revamps engine(A great, new feature which will make the game look better 6 fold). I am still working on it, for I have a crashing problem.

That is also a new map (WIP bloodValley).
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waratte
Posts: 1320
Joined: Wed Oct 20, 2010 12:03 am

Re: [Project] Revamped 2

Post by waratte » Sun Mar 27, 2011 5:19 am

You guys are doing great, is this a modified quake engine though?
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Mexicouger
Posts: 89
Joined: Sun Feb 13, 2011 8:32 pm

Re: [Project] Revamped 2

Post by Mexicouger » Sun Mar 27, 2011 5:40 am

waratte wrote:You guys are doing great, is this a modified quake engine though?
Heavily modified Kurok engine.

keane
Posts: 66
Joined: Wed Mar 16, 2011 7:38 pm

Re: [Project] Revamped 2

Post by keane » Sun Mar 27, 2011 12:57 pm

Looks cool, and say to your texture person good job ;) nice update :D

waratte
Posts: 1320
Joined: Wed Oct 20, 2010 12:03 am

Re: [Project] Revamped 2

Post by waratte » Sun Mar 27, 2011 5:21 pm

Mexicouger wrote:
waratte wrote:You guys are doing great, is this a modified quake engine though?
Heavily modified Kurok engine.
I see. Heavily modified extremely edited quake engine. :)

Mexicouger
Posts: 89
Joined: Sun Feb 13, 2011 8:32 pm

Re: [Project] Revamped 2

Post by Mexicouger » Sun Mar 27, 2011 6:43 pm

New engine features:
-TGA external texture support
-DXT compression
-Swizzle support
-New Working HUD
-Decals
-Viewmodel texture control
-Custom game options menu
-Naming/saving/loading custom game variants
-New Menu
-New gametypes

--------
That is just in the engine. The gamecode is completely different from Kurok or Quake.

stan450
Posts: 138
Joined: Sun Feb 13, 2011 4:07 am

Re: [Project] Revamped 2

Post by stan450 » Mon Mar 28, 2011 8:23 am

I see that we can play elites, but can you add brutes :) :?: Also, please preserve the Halo names of weapons. I HATE IT when The Assault Rifle become Uzi and Rocket Launcher becomes Bazooka. They are soo different.
Long Time, but still surprised to see PRO C is not out!
PSP mobo:Ta 93v1

keane
Posts: 66
Joined: Wed Mar 16, 2011 7:38 pm

Re: [Project] Revamped 2

Post by keane » Mon Mar 28, 2011 7:13 pm

I think the names are un important and risk copyright? not sure though but it does look amazing, is there anyway to smooth out the water make it look more real? XD good luck :P

Mexicouger
Posts: 89
Joined: Sun Feb 13, 2011 8:32 pm

Re: [Project] Revamped 2

Post by Mexicouger » Mon Mar 28, 2011 10:25 pm

I'm not changing the names of the weapons. We might be adding a few of our own Covenant weapons though. And you can't copyright the name, Assault rifle. We may rename the needler, and a few other covenant weapons, but thats it.

There also isn't water in Revamped. I don't know where you would get that Idea. And The Elites are our temporary player models, so don't be expecting to be playing as them. These 3D models and textures don't just make themself. When your making the models, you have to watch the polycount, the size of the texture, and make sure it looks good all at the same time.

The external textures should make the game look alot better. I just finished them last night, and boy Was I excited.

Mexicouger
Posts: 89
Joined: Sun Feb 13, 2011 8:32 pm

Re: [Project] Revamped 2

Post by Mexicouger » Thu Mar 31, 2011 3:45 am

Also, Due to some HUGE life problems, Revamps not gonna enter the competition, nor will it be finished for a good chunk of time.

Sorry guys, but life can get hella tough sometimes...

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