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JoEngine: Out of Mem trying to import a Tekken 2 texture char |
celsowm - Aug 24, 2024 |
celsowm | Aug 24, 2024 | ||||
Hi ! I tried to import King from Tekken 2 (source: PlayStation - Tekken 2 - King - The Models Resourc...) No problems at all when I tried without textures: But when I try to apply (converted on jo engine map editor):
C:
I got this: How can I fix this? |
slinga | Aug 24, 2024 | |||||||
Expand Jo Engine's heap size.
Jo Engine's default heap is not that big. Obviously it's up to you to make sure you aren't using that region of memory. Also LWRAM is slower and has some other constraints... |
celsowm | Aug 25, 2024 | |||||
thanks but, I do not know why, the result was this: maybe an incompatibility with zoom factor? its strange because when I try ROCK.tga, I got a rockyish king... |
nando | Aug 25, 2024 | |||
did you split up the original texture into individual quads? because Saturn doesn't have UV mapping. |
celsowm | Aug 25, 2024 | |||||
I dont know, I just used the method jo_sprite_add_tga(JO_ROOT_DIR, "KING.TGA", JO_COLOR_Transparent); |
Frogbull | Aug 26, 2024 | |||
You need to split the texture into multiple smaller ones and convert as many as possible to 4-bit (with a maximum of 16 colors) |
celsowm | Aug 26, 2024 | |||||
sorry for being so naive (at least in gaming programming), how can I do that? |
Frogbull | Sep 2, 2024 | |||||
You need to reshape the 3D model to reduce the polycount by merging two triangles into one quad where possible. After that, assign one material to each polygon. You can reset the UV mapping (unfortunately, the Saturn doesn't support UV mapping). The only modifications allowed afterward are rotating or mirroring the UV map to simulate the Saturn's capabilities. If a polygon uses only one color, that's even better, as pure color polygons are less costly than textured polygons. |
celsowm | Sep 4, 2024 | |||||
Oh...thanks I do not even know how to do that but I am gonna try to find a tutorial or something like that. In your experience porting psx games, what is your approach ? |
Frogbull | Sep 18, 2024 | |||||
It's a mixed approach, but the first step for me is to import the model into Blender, remove all duplicate vertices, and try to quadify the model as much as possible. After that, I split the texture into multiple textures, detect all rotated/mirrored textures to avoid wasting memory, and once that's done, assign each texture to a material. The more quads made of a single color, the better. The final step is to properly reduce the color depth of the textures to 4-bit (with or without dithering) and reduce the resolutions where it's possible. You can also slightly reshape the model to squeeze in some unimportant faces. Good luck, 3D modeling for the Saturn is time consuming and not easy |