Commit Graph

7 Commits

Author SHA1 Message Date
Tyler Wilding d3cc739e43 jakx: Commit existing work from other PRs (#4112)
This attempts to get into master whatever work was done in this PR /
it's earlier PR https://github.com/open-goal/jak-project/pull/3965

I don't want this work to be lost / floating around in massive PRs.

However the changes are:
- switch to ntsc_v1 instead of PAL as the development target, as we have
done for all other games
- remove most of the copied-from-jak2/3 changes as they need to be
confirmed during the decompilation process not just assumed
- avoids committing any changes to `game/kernel/common` as it was not
clear to me if these were changes made in jak x's kernel that were not
properly broken out into it's own functions. We don't want to
accidentally introduce bugs into jak1-3's kernel code.
- in other words, if the change in the kernel only happens in jak x...it
should likely be specific to jak x's kernel, not common.

---------

Co-authored-by: VodBox <dillon@vodbox.io>
Co-authored-by: yodah <greenboyyodah@gmail.com>
2025-12-31 21:08:44 -05:00
water111 2cd64522c4 [jak3] fix bomb and war factory ocean culling (#4036)
Fix textures on the bomb (just a simple typo fix):
<img width="1638" height="1067" alt="2025-10-05_18-22"
src="https://github.com/user-attachments/assets/d31fedd4-b4f3-4e65-8457-a67068b137be"
/>

Fix issue with ocean culling when in the war factory. In this level, the
make the background rotate by defining a different camera matrix. We
need to use that matrix when culling the ocean, since it rotates too.
This is different on PC because the original game stashed the camera
frustum planes in some vf registers for background drawing.

<img width="1638" height="671" alt="image"
src="https://github.com/user-attachments/assets/feb5f931-e71f-411e-8a29-e8d970f70078"
/>
2025-10-05 19:37:05 -04:00
water111 1962fbfb51 [jak2,3] Support loading clut blender animated textures to the pool (#3735)
Animated textures that use the clut blender can now upload them to the
texture pool, so they can get read by the eye renderer. This will also
fix darkjak's eyelids in jak 2.


![image](https://github.com/user-attachments/assets/5edbd20d-53c9-42c6-937d-6263823b8b45)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-27 09:21:44 -04:00
water111 510b23163f [jak3] Misc texture anim fixes (#3732)
- fix issue where animated textures that use the size-override feature,
and aren't being animated would show up as black - fix for black water
in spargus
- fix issue where animated texture uses another animated texture as an
input wouldn't get the animated version.
- fix math mistake in how animated texture rotations are handled. This
could cause textures to not rotate when a positions were rotated, but
textures (st's) weren't.
- fix definition of the ring texture to handle
set-alpha-texture-anim-layer-func



![image](https://github.com/user-attachments/assets/979748b0-7abf-46a5-bf9d-693fb0ef34fb)


![image](https://github.com/user-attachments/assets/3011662c-bfec-4ce9-ad72-8853b3784f77)



https://github.com/user-attachments/assets/0242a59d-62bd-4799-8f6f-2a0aba63649f

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-26 14:32:55 -04:00
Hat Kid ce978638fe jak3: add darkjak highres texture anim (#3611)
Eyes don't work yet
2024-07-28 02:45:00 +02:00
Hat Kid bdded9ad8c jak3: add missing texture animations (#3577)
This refactors some of the texture animation code a bit to better
support multiple games and adds most of the missing texture animations
for Jak 3 with a couple of exceptions/bugs:

- `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
not showing up in-game, but it does display properly in the ImGUI debug
window.

![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
- `factoryc-alpha`: Some conveyors do not have the animation for some
reason.

![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
- This spot in Spargus seems to use texture animations, but it looks
like it maps to the `fora-water-dest` texture/slot, which comes from
`foresta-water`. Because the texture is not initialized, the texture
shows up black on first load, but it does show up after loading
`foresta`.

![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)

![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
- `hfrag` texture anim is not handled yet. Probably needs some special
casing.
2024-07-15 02:25:18 +02:00
water111 271007e552 Start setting up texture animation for jak 3. (#3524)
For now, this just adds sky (clouds and fog), darkjak, and skull gem.

There are some unknown issues with drawing the skull gems still, but I
think it's unrelated to texture animations.

Also fixes https://github.com/open-goal/jak-project/issues/3523
2024-05-18 11:23:48 -04:00