Search found 12 matches

by nicoli_s
Thu Feb 09, 2006 1:57 am
Forum: PSP Development
Topic: Compiling C++ (this should be easy.. maybe)
Replies: 3
Views: 2202

all I did was name my files .cpp instead of .c and it did it automatically for me
by nicoli_s
Sat Feb 04, 2006 4:51 pm
Forum: PSP Development
Topic: Is this practical
Replies: 7
Views: 2262

Danny769 wrote:well isnt java on the psp at lease a little intresting?
um...java and javascript arent the same...
by nicoli_s
Sun Jan 15, 2006 2:38 pm
Forum: PSP Development
Topic: raw filename... and alpha
Replies: 9
Views: 2693

well in what format do you load the pngs? the .o file is just a big array of chars that represent the .raw file
by nicoli_s
Fri Jan 13, 2006 12:04 am
Forum: PSP Development
Topic: raw filename... and alpha
Replies: 9
Views: 2693

the logo_start is defined in the logo.o file and search the forums, theres info about loading up pngs, and as for alpha ive yet to attempt it but i will in the next day or so so ill post my findigns here
by nicoli_s
Wed Jan 11, 2006 1:30 am
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

i knew that name was familiar. I had the wow model formats cracked back in alpha back when they used modified mdx files. I think next up is making a blp2 loader. only 8 bones, are you serious? or is it only 8 bones per mesh? oh well, itll be a fun challenge :P
by nicoli_s
Tue Jan 10, 2006 4:29 pm
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

found my problem, i was culling in the wrong direction :P
by nicoli_s
Tue Jan 10, 2006 3:53 pm
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

ufoz, are you from gotwow or bh? that name sounds familiar. I tried using the normals once and it was acting funky but ill try again. right now it loads fine (using a static model and texture) but you like see inside the model. I was actually thinking of using the models for some sort of turn based ...
by nicoli_s
Tue Jan 10, 2006 12:01 pm
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

ok so my model loader finally works! I've got World of Warcraft models loading textured, I just have to figure out how to flip the normals. anyone know of an easy way to do this? also I switched to using a faces and a vert array in the sceGumDrawArray function and it got rid of my extra stuff, hope ...
by nicoli_s
Sat Jan 07, 2006 9:53 am
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

ok I'm still getting the freaking stray triangles that appear/dissappear as i rotate the model and ive tried puting the cache call in multiple places and still nothing, can anyone tell me exactlyt where I should put the cache call?
by nicoli_s
Thu Jan 05, 2006 3:37 am
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

ok I still have no idea exactly how/where I'm supposed to use those functions, could you give me an example? here is my code: /* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, ...
by nicoli_s
Tue Jan 03, 2006 5:55 pm
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

ok I actually fixed my own problem, figured out how to make .raw files with photo shop. now I got my model texturing right, but when i spin it, it randomly makes weird out of place triangles, anyone have any idea why? if i dont texture it or dont rotate it, it works fine
by nicoli_s
Tue Jan 03, 2006 5:21 pm
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 5300

problem making my own raw files

ok I'm relatively new to PSP devlopment and I'm working on porting a World of Warcraft model viewer to the psp to get used to coding for the PSP. i got the actual model loading, but now I'm stuck at texturing. I just need to know what to use to create raw files. I've tried using a bmp2raw that i fou...