It is currently Thu May 23, 2013 3:43 am

All times are UTC - 6 hours [ DST ]




 Page 1 of 1 [ 8 posts ] 
Author Message
 Post subject: Daedalusx64 + 3d Plugin
PostPosted: Fri Feb 04, 2011 5:43 pm 
Developer
Developer
User avatar

Joined: Wed Sep 16, 2009 2:33 pm
Posts: 151
So I got a cheap pair of 3d red/blue glasses in today and tried out the plugin a bit. It does indeed work with daedalus, although like PSP games, its game specific. Mario runs decent. OOT was about half the time working properly. Mario Kart was way off.

Included with the plugin, is a psp3d.cfg file, open it up in Notepad, by playing around with the "Default" settings each game can be set to work in 3d. I figured it would be good to have a post, where the settings to play each individual game in 3d could be posted.

Play around, find the best settings for each game, and post em here. I'll update this main thread with the results as there posted. =D



_________________
Image
Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Sat Feb 05, 2011 3:00 am 
Knight
Knight
User avatar

Joined: Sat Sep 26, 2009 2:43 am
Posts: 183
Here's a quote from the dev, should help finding the right settings:
Quote:
To get the 3D effect working you need to draw the scene from two different points - call them the eyes ;o)... Assuming the original camera position represents always the left eye, we need to claculate a new position for the right eyes, right ?
Due to the kind of matrix calculation and behavior of the view matrix and the mathematics all around there we need to move the camera first to the virtual world space origin, than rotate around the camera up vector using ROT_ANGLE as the value how many degrees the view need to be rotated. Afterwards we need to move the camera away from the worlds origin to get it placed at the right position... Did you get that ? It's even hard to explain in german, so may be much more harder to get my point due to my bad english...

At the end of the manipulation both cameras are placed at the same position but looking in different directions. This is not good in some times, as both cameras should look at the same point in front of it in the virtual space...To ensure this you need to define the distance of this point in front of the camera by setting ROT_POINT to any value different to 0.

Comparing the stuff with Ratchet and Clank:
If you keep the ROT_POINT a value of 7 to 9 than ratchet is almost the focus of the 3D view, which means the red and cyan part do mainly overlap at the same point...As more fare you look from ratchet as more is the distance between red and cyan bit....

If you would change the value being greater than 10 somewhot behind ratchet is being the focus...and if you leave it 0 than the actual player position (meaning the camera itself) is the focus....if you take your 3D glasses on with the different settings you may see that it's sometimes hard for your eyes if the distance wasn't set proper...

If the red/cyan parts are very far away from each other, start trying to set the rotation angle to a very low value first: like 0.3 ore something like that...

good luck ;)



_________________
Image
Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Sat Feb 05, 2011 3:38 am 
Developer
Developer
User avatar

Joined: Wed Sep 16, 2009 2:33 pm
Posts: 151
After about 10 mins of rereading that and playing around that actually helped a LOT. Thanks lol.



_________________
Image
Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Mon Feb 21, 2011 3:41 am 
Warrior
Warrior
User avatar

Joined: Thu Feb 10, 2011 10:46 pm
Posts: 61
Location: California
I've been experamenting with it myself, and I noticed that it works pretty well with a stationary camera.I've noticed In games with a lot of camera angles, like zelda, it stumbles upon 3d sweet spot every once in a while. But games like Star Fox and Paper Mario, have pretty tight cameras, giving the 3d experience with the plugin more often...but then again, it just splits on mario kart...your guess is as good as mine...We should ask the Developers if they're aware of Daedalusx64's compatability with the plugin!...Oh, BTW, don't try it on PSN Clasics, cant play ps1 in 3d...T_T


Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Thu Mar 03, 2011 4:13 pm 
Slayer
Slayer
User avatar

Joined: Wed Jul 08, 2009 9:20 pm
Posts: 284
What kinda glasses you get?

I got these: http://www.amazon.com/gp/product/B003LJUXMM
They didn't work too well :-\


Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Thu Mar 03, 2011 7:14 pm 
Warrior
Warrior
User avatar

Joined: Thu Feb 10, 2011 10:46 pm
Posts: 61
Location: California
One and the same, but one pair works better than the other, so it could just be you pair. ^_^


Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Mon Mar 21, 2011 7:42 am 
Mime
Mime

Joined: Tue Feb 22, 2011 4:53 pm
Posts: 4
I actually made a pair of red/cyan glasses a little while back to get the full experience from my virtual boy emulator. They really work too! All you need is some cardboard, a little clear plastic, and red and blue markers. In the end, they look a little funny, but they work every time for me ;).

Also, that's some cool stuff that it works with daedalus. Aagh...the wait for my PSP grows harder every day :P


Offline
 Profile  
 
 Post subject: Re: Daedalusx64 + 3d Plugin
PostPosted: Thu Jun 23, 2011 8:54 pm 
Mime
Mime

Joined: Sun Mar 13, 2011 7:54 am
Posts: 5
Uhh.... how do I get this to work? When I hold down the start button, it freezes... :/


Offline
 Profile  
 
Display posts from previous:  Sort by  
 Page 1 of 1 [ 8 posts ] 

All times are UTC - 6 hours [ DST ]


Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: