Creating and using TMD, HMD , PMD for ps1.

Graphic based area of development (Graphics Processing Unit), including the Geometry Transform Engine (GTE), TIM, STR (MDEC), etc.
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bizarro2011
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Creating and using TMD, HMD , PMD for ps1.

Post by bizarro2011 » March 28th, 2012, 12:42 am

- TMD

To create the DXF (Milkshape or compatible).
Creates the RSD with dxf2rsd or Metasequoia (suggested).
Add colors and textures (TIM) with rsdtool.
Create the TMD with (rsdlink)

Example

1)) caixa.dxf - was created with MilkShape.

2)) c: \ psx \ test> dxf2rsd caixa.dxf ==> caixa.rsd is created.

3)) Opens with caixa.rsd rsdtols adds color and texture and saves.

4)) c: \ psx \ test> rsdlink it caixa.tmd caixa.rsd ==> caixa.tmd is created


PMD

1)) c: \ psx \ test> Tmd2pmd caixa.tmd ==> caixa.pmd is created.


HMd

1)) estou pesquisando

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Gemini
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Re: Creating and using TMD, HMD , PMD for ps1.

Post by Gemini » March 28th, 2012, 7:44 am

At this point there isn't even a point in creating TMD models and using such old formats. Given how those are simply translated into GTE compatible vertexes, one can just use whatever better and more updated format without going all the mess of converting through the process described above.

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Re: Creating and using TMD, HMD , PMD for ps1.

Post by bizarro2011 » April 3rd, 2012, 2:28 am

If there is a better way to do, then post it here.
I want to learn.

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Gemini
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Re: Creating and using TMD, HMD , PMD for ps1.

Post by Gemini » April 3rd, 2012, 3:46 am

It's basically the same that can be done when you implement a custom image format, so all it needs is a way to translate (or cache) data efficiently into something the GTE can understand, like vertex_s16 arrays.

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