cube.blend | ||
io_export_psx_mesh.py | ||
README.md |
blender_io_export_psx_mesh
Blender <= 2.79c plugin to export a PSX mesh to a C file.
Specifically, it generates a C file containing :
- an array of SVECTOR containing the vertices coordinates
- an array of SVECTOR containing the normals
- an array of CVECTOR containg the color of each vertex
- an array of int that describe the relation between the tri meshes
- a TMESH struct to ease access to those arrays
From libgte.h
:
typedef struct {
SVECTOR *v; /*shared vertices*/
SVECTOR *n; /*shared normals*/
SVECTOR *u; /*shared texture addresses*/
CVECTOR *c; /*shared colors*/
u_long len; /*mesh length(=#vertex)*/
} TMESH;
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
-
You must first triangulate your mesh (manually or via the modifier).
-
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
primdraw.c
file
- lines 29 and 30 to reflect the number of tris you want to be able to draw
#define OT_LENGTH 2048 // Maximum number of OT entries
#define MAX_PRIMS 1024 // Maximum number of POLY_FT3 primitives
seem to be safe values.
- 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