Blender plugin to export a scene to a level for the 3dcam PSX engine.
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blender_io_export_psx_mesh

Blender <= 2.79c plugin to export a PSX mesh to an array in a C file.

Install

Put the io_export_psx_mesh.py file in the addons folder of blender 2.79 :

On Linux, that's :

~/.config/blender/2.79/scripts/addons

Steps to load your mesh

  1. You must first triangulate your mesh (manually or via the modifier).
  2. When your model is ready, you can then vertex paint it. If you don't, the vertices colors will default to white.
  • 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.

Get the example code by Lameguy64 from here

Edit the file to reflect the values in your exported .c file :

For example, if you export the start cube after vertex painting and triangulation :

lines 190 to 199 of the original file :

		for (i=0; i<vec.len; i++) { 
			
			// Initialize the primitive and set its color values
			SetPolyF3(&myPrims[ActivePage][myPrimNum]);
			setRGB0(&myPrims[ActivePage][myPrimNum], vec_color[i].r, vec_color[i].g, vec_color[i].b);
			
			// Rotate, translate, and project the vectors and output the results into a primitive
			OTz = RotTransPers(&vec_mesh[t], (long*)&myPrims[ActivePage][myPrimNum].x0, &p, &Flag);
			OTz += RotTransPers(&vec_mesh[t+1], (long*)&myPrims[ActivePage][myPrimNum].x1, &p, &Flag);
			OTz += RotTransPers(&vec_mesh[t+2], (long*)&myPrims[ActivePage][myPrimNum].x2, &p, &Flag);

become :

		for (i=0; i<modelCube.len; i++) {
			
			// Initialize the primitive and set its color values
			SetPolyF3(&myPrims[ActivePage][myPrimNum]);
			setRGB0(&myPrims[ActivePage][myPrimNum], modelCube_color[i].r, modelCube_color[i].g, modelCube_color[i].b);
			
			// Rotate, translate, and project the vectors and output the results into a primitive
            OTz = RotTransPers(&modelCube_mesh[modelCube_index[t]], (long*)&myPrims[ActivePage][myPrimNum].x0, &p, &Flag);
			OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+1]], (long*)&myPrims[ActivePage][myPrimNum].x1, &p, &Flag);
			OTz += RotTransPers(&modelCube_mesh[modelCube_index[t+2]], (long*)&myPrims[ActivePage][myPrimNum].x2, &p, &Flag);

Credits

Author of the code example is Lameguy64 Original author of the plugin is TheDukeOfZill, 04-2014

Original post : http://www.psxdev.net/forum/viewtopic.php?f=64&t=537&sid=f5d30dcfdef34bc9f4d644033ba93a98