Created Workflow (markdown)

Schnappy 2021-06-22 18:04:33 +02:00
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**Warning : These instructions are obsolete.**
# Steps to convert 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.
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.
E.g : You use a 'cube.png' file in blender, the psx code will look for a 'cube.tim' file in ./TIM
* 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 )
```c
#define OT_LENGTH 2048 // Maximum number of OT entries
#define MAX_PRIMS 1024 // Maximum number of POLY_GT3 primitives
```
seem to be safe values.