Homebrew ioQuake3-Wii

  • Thread starter Thread starter Mayo1990
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This is flags/banners on ps4 version and is when 32bit lightmapping is used in the maps scripts/x.shader file. What I do is look at the map I am using then edit the shader file, I look for flag/banner/cable/wire etc... in it then remove the light map section for those. They show up fine in game but abviously flags don't reacting to light effects and transparrent sections are see through so I edit the tex file and remove transparency for that.

It happens because the homebrew sdk doesn't support 32bit lighmaps - only 16bit ones so when you are trying to generate or calculate a 32 bit number in the program when its running it runs out of byte space once it gets past the 16 bits and causes the weird flickering effect. You won't be able to fix that in the code/sdk/compiler so you need to edit the shader file directly. I have gone through all 200+ maps I have and manually fixed them.

The only decals that are affected are the blood/wall marks though, everything else displays fine. Also in the target quake mod since the camera is fixed, the decals don't display any z-fighting at all and display just fine, leading me to believe it's some kind of camera or geometry issue rather than any issue with rendering the decals.
 
The only decals that are affected are the blood/wall marks though, everything else displays fine. Also in the target quake mod since the camera is fixed, the decals don't display any z-fighting at all and display just fine, leading me to believe it's some kind of camera or geometry issue rather than any issue with rendering the decals.
Well if you want to prove that theory then it will not take long, open the map.pak file (it's just a renamed zip) and look in the scripts folder for the shader file, in your quake directory make a folder called scripts. Look for the texture file (use photoshop or similar) that is used for the graphic that's causing the issue, in the shader file look for a reference to that image/tex file and remove the lighmap entry for it. Upload the modified shader file and put it in the scripts folder then restart quake3.

That will prove it to you.
 
Awesome stuff!!
I'm probably going to make a full memory overhaul since I learnt a lot of new tricks while working on the OG Xbox port.

This means that we can get "higher quality" textures, Team Arena and not see the console choking and dying by itself due to not enough memory.

Just for notice, I applied some of these improvements on my PSP port:

Yup, Q3DM11 fully loaded. With decent graphics. The game does choke a bit against bots in such big maps, but this does raise my confidence in porting all these improvements to the Wii port.
1790468071493.png
 
I'm probably going to make a full memory overhaul since I learnt a lot of new tricks while working on the OG Xbox port.

This means that we can get "higher quality" textures, Team Arena and not see the console choking and dying by itself due to not enough memory.

Just for notice, I applied some of these improvements on my PSP port:

Yup, Q3DM11 fully loaded. With decent graphics. The game does choke a bit against bots in such big maps, but this does raise my confidence in porting all these improvements to the Wii port.
View attachment 592687

Holy crap that's impressive! The PSP has what, only 32MB of RAM?? This is going to be huge news for running mods if it all works out!
 
Holy crap that's impressive! The PSP has what, only 32MB of RAM?? This is going to be huge news for running mods if it all works out!
It doesn't run on 32 MB of RAM. It's running on 64. But I managed to get my OG Xbox port to run Team Arena as well as all Q3 maps with bots on that console.

Still though, this wil be a pretty positive thing to optimize this port later on.
 
I'm probably going to make a full memory overhaul since I learnt a lot of new tricks while working on the OG Xbox port.

This means that we can get "higher quality" textures, Team Arena and not see the console choking and dying by itself due to not enough memory.

Just for notice, I applied some of these improvements on my PSP port:

Yup, Q3DM11 fully loaded. With decent graphics. The game does choke a bit against bots in such big maps, but this does raise my confidence in porting all these improvements to the Wii port.
View attachment 592687
Cool news, the Wii port really deserves to look its best!
 

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