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README.md
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README.md
@ -2,7 +2,7 @@
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# blender_io_export_psx_tmesh
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Blender <= 2.79c plugin to export a gouraud shaded PSX mesh to a C file.
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Blender <= 2.79c plugin to export a gouraud shaded, UV textured PSX mesh to a C file.
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Specifically, it generates a C file containing :
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@ -11,6 +11,8 @@ Specifically, it generates a C file containing :
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* an array of CVECTOR containing the color of each vertex
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* an array of int that describe the relation between the tri meshes
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* a TMESH struct to ease access to those arrays
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* declarations of the binary in memory
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* a TIM_IMAGE struct ready to host the image data
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From `libgte.h` :
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@ -22,7 +24,6 @@ typedef struct {
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CVECTOR *c; /*shared colors*/
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u_long len; /*mesh length(=#vertex)*/
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} TMESH;
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```
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# Install the plugin
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@ -33,7 +34,7 @@ On Linux, that's :
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`~/.config/blender/2.79/scripts/addons`
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# Steps to load your mesh
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# Steps to convert your mesh
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1. You must first triangulate your mesh (manually or via the modifier).
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@ -41,7 +42,10 @@ On Linux, that's :
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* If you modify your geometry *after* vertex painting, the plugin will faile to export the mesh. This is because the vertex color data is set to 0 each time you modify your geometry.
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3. If needed, edit the `primdraw.c` file , lines 29 and 30, to reflect the number of tris you want to be able to draw ( Max seems to be ~750 in NTSC, ~910 in PAL )
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3. You can UV unwrap your model and apply a texture. The provided code will look for a tim file corresponding to the name of the image file you use in blender in the 'TIM' folder.
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E.g : You use a 'cube.png' file in blender, the psx code will look for a 'cube.tim' file in ./TIM
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* If needed, edit the `primdraw.c` file , lines 29 and 30, to reflect the number of tris you want to be able to draw ( Max seems to be ~750 in NTSC, ~910 in PAL )
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```c
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#define OT_LENGTH 2048 // Maximum number of OT entries
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@ -53,7 +57,13 @@ seem to be safe values.
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The provided `Makefile` uses the [Nugget+PsyQ setup](https://github.com/ABelliqueux/nolibgs_hello_worlds#setting-up-the-sdk--modern-gcc--psyq-aka-nuggetpsyq).
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Create a folder in `(...)/pcsx-redux/src/mips/`, put the `Makefile`, `cube.c` and `primdrawG.c` in it, then in a terminal, just type `make` to build the ps-exe.
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1. Clone this repo in `(...)/pcsx-redux/src/mips/`
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2. Enter the `blender_io_export_psx_mesh` folder
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3. Install the plugin in blender, then open `cubetex.blend`
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4. Export as 'cube.c'
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5. Type `Make`
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You can use [img2tim](https://github.com/Lameguy64/img2tim) to convert your blender texture in a tim file.
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# Credits
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