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There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor. | There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor. | ||
* | * Machine gun - A good all-around weapon. | ||
* | * Laser - Effective against shields. | ||
* Tank shells | * Tank shells - Effective against armor. | ||
* Missiles | * Missiles - Great all-around. | ||
===Content Creation=== | ===Content Creation=== | ||
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* terrain.raw - 16-bit binary mapping of scaleable height values from lower left of map (beginning of file) to upper right of map (end of file). | * terrain.raw - 16-bit binary mapping of scaleable height values from lower left of map (beginning of file) to upper right of map (end of file). | ||
* terrain.tga - Detail texture for heightmap, as it would look from a top-down perspective. For best performance, use palletized textures. | * terrain.tga - Detail texture for heightmap, as it would look from a top-down perspective. For best performance, use palletized textures. | ||
* map.ini - Configuration file used to set various values for the maps. Some of these need to be standardized. Checking the default maps should give a fairly straightforward view of what these should look like. When defining points on the map, use tile coordinates, eg, for the bottom left tile on the map, it would be "0 0" and for the top right tile of a 256x256 map it would be "255 255". | * map.ini - Configuration file used to set various values for the maps. Some of these need to be standardized. | ||
** Checking the default maps should give a fairly straightforward view of what these should look like. | |||
** When defining points on the map, use tile coordinates, eg, for the bottom left tile on the map, it would be "0 0" and for the top right tile of a 256x256 map it would be "255 255". | |||
You can use any heightmap tools that support the .raw and .tga files as described. | You can use any heightmap tools that support the .raw and .tga files as described. |
Revision as of 05:57, 26 August 2021
Battlegrounds 3 PSP | |
General | |
---|---|
Author(s) | Xfacter |
Type | Shooter |
Version | 0.5.0 (17 Apr 2017) |
Licence | Mixed |
Links | |
Download | |
Website | |
Source |
<htmlet>adsense</htmlet>
Battlegrounds 3 PSP, or BG3, is a hovertank deathmatch game for the Sony PSP. Use a deadly array of weapons to defeat the enemy and return glory to your homeland.
It is featured at the PSP-Hacks Homebrew Idol 2 competition in 2009 (3rd place).
User guide
There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor.
- Machine gun - A good all-around weapon.
- Laser - Effective against shields.
- Tank shells - Effective against armor.
- Missiles - Great all-around.
Content Creation
All map files go in a folder named with a 2-digit number. This is so the game can index all the maps easily.
- terrain.raw - 16-bit binary mapping of scaleable height values from lower left of map (beginning of file) to upper right of map (end of file).
- terrain.tga - Detail texture for heightmap, as it would look from a top-down perspective. For best performance, use palletized textures.
- map.ini - Configuration file used to set various values for the maps. Some of these need to be standardized.
- Checking the default maps should give a fairly straightforward view of what these should look like.
- When defining points on the map, use tile coordinates, eg, for the bottom left tile on the map, it would be "0 0" and for the top right tile of a 256x256 map it would be "255 255".
You can use any heightmap tools that support the .raw and .tga files as described.
Controls
Triangle/Circle/Cross/Square - Movement
Analog - Look
D-Pad Left/Right - Change Weapon
R - Fire
Screenshots
Media
BattleGrounds 3:Psp Gameplay (Alex Cortes)
Battlegrounds 3 v0.4x (dashhacks)
[PSP] Battlegrounds 3D v0.4 [HOMEBREW GAME] (Artomedics)
Changelog
v0.5.0
- Removed unused/fake menu options.
- Fixed powerup transparency bug.
- Improved LOD popping.
- Enabled vsync by default.
v0.4.2
- This is equivalent to the original FOSS release (previously called v0.4x). There are no user-facing changes yet, mainly just internal organization and some cleanup work
Credits
- Author/Maintainer by xfacter.
- Tank Model by Harry Ridgeway.
- Sound FX by http://www.sounddogs.com.
- Heightmap software by http://www.earthsculptor.com.
- Originally released for PSP-Hacks Homebrew Idol 2.
Special thanks:
- irc://chat.freenode.net/##psp-programming.
- Raphael, Tomaz, InsertWittyName.
External links
- Official website - https://battlegroundspsp.wordpress.com/author/xfacter
- GitHub - https://github.com/xfacter/battlegrounds3
- QuickJump - http://forums.qj.net/psp-development-forum/160354-battlegrounds3-0-4x-updated-binary-source-released.html
- PSP-Hacks - http://www.psp-hacks.com/forums/f141/homebrew-idol-2-battlegrounds-3-t239957