Created Workflow (markdown)
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Workflow.md
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**Warning : These instructions are obsolete.**
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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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