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/vr/ - Retro Games


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3136827 No.3136827 [Reply] [Original]

I want to make my own 3d models for the Nintendo 64. Anybody here know how I would go about doing this?

>> No.3136835

>>3136827
Make them very simple with very low res textures.

>> No.3136853

I want to know all the limitations. Like can the models be more then 20,000 polygons and how big the textures can get. How the models were animated and junk like that.

>> No.3137201

>>3136853
Just smasha blur filter over whatever you make and it'll look good

>> No.3137312

>>3136853
The N64 can handle 500,000–600,000 normal accuracy polygons per second, so how many polygons you use per model depends on how many things you want to have on screen at once.

Most devs aimed for ~200-300 triangles per model.

>> No.3137484

>>3136827
>>>/3/

>> No.3137624

>>3136827
If you're not making low poly then you're an outdated square, man.

>> No.3139210

Anybody here confirm that high poly count? I want to know if they used it mostly for level design or what ever.

>> No.3139330

Most of the polygon counts that get thrown around are basically if the console is doing nothing except drawing triangles.

The only N64 game that actually exceeded 100k polygons was World Driver Championship, and that's not even going full accuracy mode (it didn't use z-buffer).

Crash 3 wasn't even 100k polygons, it was something like 80k or 90k. Ridge Racer R4 is something like 50k.

Your "typical" N64 AND PS1 game is around 30k.

>> No.3139332

>>3139330
(cont)

Just need to clarify that this is polygons per second at 30fps

So 50k polygons per second is like 1667 polygons per frame.

>> No.3139606

Also anybody here know how the models were animated?

>> No.3139628

>>3139210
Characters take way more polygons than levels anyway.

>> No.3139641

have an extensive knowledge of R4000 assembly
good luck chucklefuck :^)

>> No.3139720

Finding stuff on old code language could be fun.

>> No.3139728

wanna code for N64?

here ya go, start reading

http://www.jax184.com/projects/ultra64/Nintendo%20Ultra64%20Programming%20Manual+Addendums.pdf

>> No.3139735

Too bad nobody has the dev programs and stuff for making a real game.

>> No.3139747

>>3139735
>Too bad nobody has the dev programs and stuff for making a real game.

nope you can get the dev kit from here

http://level42.ca/projects/nintendo-64-development/

making it actually work on the other hand would be a bitch

>> No.3139887

>>3139747
This guy has made some progress.

https://www.reddit.com/r/n64/comments/4d5gkt/annnnnd_it_works_i_can_build_custom_roms_using/

https://www.reddit.com/r/N64Homebrew/comments/4d5het/it_works_how_to_build_your_own_rom_using_the/