Table of Contents
Basics
Here is a quick overview of the exporter/engine's possibilities. Check the top left menu for dedicated sections.
Texturing/coloring
You can use vertex paint to color your geometry, or UV textures.
When exporting, your textures will be converted to the Playstation TIM format in 8bit mode by default. An option is available to use 4bits TIMs instead.
By default, the script looks for/saves textures in a 'TEX' folder in your project directory. There is an option to use a custom folder when exporting.
Lightsources
So far, you can use 3 directional, colored light sources. The direction, color and intensity will be used by the game engine.
The position of the light source is irrelevant here.
Set your light sources as "Sun" in order to get a sense of what the lighting will be in-game.
Horizon & Ambient color
The PSX far and back color will be set according to the Blender Horizon and Ambient color parameters.
See this page for more details.
Camera
You can set multiple cameras in your scene to use either as different camera angles you can switch between, or have the camera position interpolate between.
Camera modes
A few different camera modes are available.
Animation
The engine supports vertex animation.
Rendering
There is an option to use pre-rendered backgrounds, ala Resident Evil/Parasite Eve.
Flags
The exporter uses flags you'll have to set in the object's data Custom Properties tab.
See the dedicated sections for a list of available flags.