160 lines
5.2 KiB
Markdown
160 lines
5.2 KiB
Markdown
![Pic or it didn't happen](blender-psx.jpg)
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# Blender PSX Level export
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Blender <= 2.79c plugin to export gouraud shaded, UV textured PSX meshes in a scene to a C file.
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![3d scene](gif/3d.gif)
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![pre-rendered BGs](gif/precalc.gif)
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![Push things](gif/push.gif)
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![Sprite](gif/sprite.gif)
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![Vertex animation](gif/vertexanim.gif)
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## Features
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**Be warned this is WIP** !
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### Plugin
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* Export UV textured models
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* Export vertex painted models
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* Export camera positions for in game use
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* Export vertex animations
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* Export up to 3 light sources
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* Export pre-rendered backgrounds for in-game use (8bpp and 4bpp)
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![comparison](gif/rt-8b-4b.gif)
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Real-time 3D / 8bpp background / 4bpp background
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### "Engine"
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* Very basic physics / collision detection
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* Constrained camera trajectory
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* Orbital camera mode
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* Basic Spatial partitioning
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* Portal based camera angle switch
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* 3D sprite
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## Planned
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* Fix and improve all the things !
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* VRam auto layout for TIMs
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* Wall collisions
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Specifically, it generates a C file containing for each mesh in the scene:
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* an array of SVECTOR containing the vertices coordinates
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* an array of SVECTOR containing the normals
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* an array of SVECTOR containing the UV coordinates of the texture
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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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A few usefull stuff for manipulating the mesh :
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* a MATRIX that will hold the mesh tranformations
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* a VECTOR holding the object's location in world coordinates
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* a SVECTOR holding the object's rotation in PSX angle units (1 == 4096)
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* a flag isPrism for a pseudo-refraction effect. If 1, texture is the framebuffer draw area ( __WIP__ )
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* a long holding p, the depth-cueing interpolation value used by the PSX
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For easy access to those, a MESH struct is defined as :
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```c
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typedef struct MESH {
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TMESH * tmesh;
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PRIM * index;
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TIM_IMAGE * tim;
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unsigned long * tim_data;
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MATRIX * mat;
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VECTOR * pos;
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SVECTOR * rot;
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short * isRigidBody;
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short * isStaticBody;
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short * isPrism;
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short * isAnim;
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short * isActor;
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short * isLevel;
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short * isBG;
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short * isSprite;
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long * p;
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long * OTz;
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BODY * body;
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VANIM * anim;
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struct NODE * node;
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VECTOR pos2D;
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} MESH;
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```
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## TMESH struct :
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From `libgte.h` :
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```c
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typedef struct {
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SVECTOR *v; /*shared vertices*/
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SVECTOR *n; /*shared normals*/
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SVECTOR *u; /*shared texture addresses*/
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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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Just `git clone` this repo in the addons folder of blender 2.79 :
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You'll need to have [pngquant](https://pngquant.org/) and [img2tim](https://github.com/Lameguy64/img2tim) utilities installed and in your path for PNG to TIM conversion.
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Windows executables are provided for convenience.
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On Linux, that's :
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`~/.config/blender/2.79/scripts/addons`
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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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2. When your model is ready, you can then vertex paint it. If you don't, the vertices colors will default to white.
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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. 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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#define MAX_PRIMS 1024 // Maximum number of POLY_GT3 primitives
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```
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seem to be safe values.
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# Compiling
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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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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 `level.blend`
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4. Export as 'level.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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Based on the [code](https://pastebin.com/suU9DigB) provided by TheDukeOfZill, 04-2014, on http://www.psxdev.net/forum/viewtopic.php?f=64&t=537#p4088
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PSX code based on [example](http://psx.arthus.net/code/primdraw.7z) by [Lameguy64](https://github.com/Lameguy64)
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pngquant : [https://github.com/kornelski/pngquant](https://github.com/kornelski/pngquant)
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img2tim : [https://github.com/Lameguy64/img2tim](https://github.com/Lameguy64/img2tim)
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Freeimage : [https://freeimage.sourceforge.io/](https://freeimage.sourceforge.io/)
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