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ecb1422937
| Author | SHA1 | Date | |
|---|---|---|---|
|
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ecb1422937 | ||
| a07a715d19 | |||
| b3da188438 |
6
.gitattributes
vendored
@@ -1,6 +1,7 @@
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|||||||
#
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#
|
||||||
# Auto Generated
|
# Auto Generated
|
||||||
#
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#
|
||||||
|
|
||||||
# Other
|
# Other
|
||||||
*.pdf filter=lfs diff=lfs merge=lfs -text
|
*.pdf filter=lfs diff=lfs merge=lfs -text
|
||||||
# Unity Binary Assets
|
# Unity Binary Assets
|
||||||
@@ -69,15 +70,18 @@
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|||||||
*.wmv filter=lfs diff=lfs merge=lfs -text
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*.wmv filter=lfs diff=lfs merge=lfs -text
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||||||
# Unity-Specific
|
# Unity-Specific
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||||||
* text=auto
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* text=auto
|
||||||
|
|
||||||
# Some assets such as lighting data, nav meshes, etc will always be binary,
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# Some assets such as lighting data, nav meshes, etc will always be binary,
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||||||
# as will anything with [PreferBinarySerialization]
|
# as will anything with [PreferBinarySerialization]
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||||||
# (Even if you force it to text mode serialization)
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# (Even if you force it to text mode serialization)
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||||||
# Meaning autoCRLF on git will fuck up your project.
|
# Meaning autoCRLF on git will fuck up your project.
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||||||
*.asset auto
|
*.asset auto
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||||||
TimeManager.asset -text
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TimeManager.asset -text
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||||||
|
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||||||
#
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#
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||||||
# The following should be text to allow git merges
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# The following should be text to allow git merges
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||||||
#
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#
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||||||
|
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||||||
*.anim text
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*.anim text
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||||||
*.controller text
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*.controller text
|
||||||
*.mat text
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*.mat text
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||||||
@@ -88,3 +92,5 @@ TimeManager.asset -text
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|||||||
*.unity text
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*.unity text
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||||||
*.preset text
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*.preset text
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||||||
*.lfs_test filter=lfs diff=lfs merge=lfs -text
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*.lfs_test filter=lfs diff=lfs merge=lfs -text
|
||||||
|
|
||||||
|
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||||||
|
|||||||
15
Editor/LuaFileAssetEditor.cs
Normal file
@@ -0,0 +1,15 @@
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|||||||
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using Splashedit.RuntimeCode;
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||||||
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using UnityEditor;
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||||||
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using UnityEngine;
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||||||
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[CustomEditor(typeof(LuaFile))]
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public class LuaScriptAssetEditor : Editor
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||||||
|
{
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private TextAsset asset;
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public override void OnInspectorGUI()
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{
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LuaFile luaScriptAsset = (LuaFile)target;
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EditorGUILayout.TextArea(luaScriptAsset.LuaScript);
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}
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}
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||||||
2
Editor/LuaFileAssetEditor.cs.meta
Normal file
@@ -0,0 +1,2 @@
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|||||||
|
fileFormatVersion: 2
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||||||
|
guid: 32c0501d523345500be12e6e4214ec9d
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||||||
25
Editor/LuaImporter.cs
Normal file
@@ -0,0 +1,25 @@
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|||||||
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using UnityEngine;
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using System.IO;
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using UnityEditor;
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using UnityEditor.AssetImporters;
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using Splashedit.RuntimeCode;
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namespace SplashEdit.EditorCode
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{
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[ScriptedImporter(1, "lua")]
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class LuaImporter : ScriptedImporter
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{
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public override void OnImportAsset(AssetImportContext ctx)
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{
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var asset = ScriptableObject.CreateInstance<LuaFile>();
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var luaCode = File.ReadAllText(ctx.assetPath);
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asset.Init(luaCode);
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asset.name = Path.GetFileName(ctx.assetPath);
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var text = new TextAsset(asset.LuaScript);
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ctx.AddObjectToAsset("Text", text);
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ctx.AddObjectToAsset("Script", asset);
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ctx.SetMainObject(text);
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}
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||||||
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}
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||||||
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}
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||||||
2
Editor/LuaImporter.cs.meta
Normal file
@@ -0,0 +1,2 @@
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|||||||
|
fileFormatVersion: 2
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||||||
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guid: d364a1392e3bccd77aca824ac471f89c
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||||||
|
Before Width: | Height: | Size: 129 B After Width: | Height: | Size: 6.7 KiB |
|
Before Width: | Height: | Size: 129 B After Width: | Height: | Size: 8.9 KiB |
|
Before Width: | Height: | Size: 129 B After Width: | Height: | Size: 6.7 KiB |
|
Before Width: | Height: | Size: 129 B After Width: | Height: | Size: 8.0 KiB |
@@ -42,8 +42,6 @@ Both Nicolas and Bandwidth have videos on setting up the PSX Dev Extension in Vi
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|
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[Setting up a Scene in Unity 6 for SplashEdit.](https://youtu.be/1JJFYptDTk0)
|
[Setting up a Scene in Unity 6 for SplashEdit.](https://youtu.be/1JJFYptDTk0)
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|
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||||||
[Tips for Scene creation.](https://zhamul.itch.io/sauna/devlog/936240/using-psxsplashedit-to-craft-a-scene-for-playstation)
|
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|
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## PSX Components:
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## PSX Components:
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||||||
|
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||||||
There are currently four custom Unity components for exporting your scenes to the PS1. These include:
|
There are currently four custom Unity components for exporting your scenes to the PS1. These include:
|
||||||
|
|||||||
15
Runtime/LuaFile.cs
Normal file
@@ -0,0 +1,15 @@
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|||||||
|
using UnityEngine;
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||||||
|
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||||||
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namespace Splashedit.RuntimeCode
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{
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public class LuaFile : ScriptableObject
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|
{
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[SerializeField] private string luaScript;
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||||||
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public string LuaScript => luaScript;
|
||||||
|
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||||||
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public void Init(string luaCode)
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||||||
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{
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luaScript = luaCode;
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|
}
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||||||
|
}
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||||||
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}
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2
Runtime/LuaFile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e3b07239f3beb7a87ad987c3fedae9c1
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@@ -40,7 +40,6 @@ namespace SplashEdit.RuntimeCode
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{
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{
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||||||
public List<Tri> Triangles;
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public List<Tri> Triangles;
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||||||
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private static Vector3[] RecalculateSmoothNormals(Mesh mesh)
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private static Vector3[] RecalculateSmoothNormals(Mesh mesh)
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||||||
{
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{
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Vector3[] normals = new Vector3[mesh.vertexCount];
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Vector3[] normals = new Vector3[mesh.vertexCount];
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||||||
@@ -90,8 +89,6 @@ namespace SplashEdit.RuntimeCode
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// Get materials and mesh.
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// Get materials and mesh.
|
||||||
Material[] materials = renderer.sharedMaterials;
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Material[] materials = renderer.sharedMaterials;
|
||||||
Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
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Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
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|
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bool uvWarning = false;
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||||||
|
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// Iterate over each submesh.
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// Iterate over each submesh.
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for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
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for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
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@@ -150,22 +147,11 @@ namespace SplashEdit.RuntimeCode
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|||||||
(vid1, vid2) = (vid2, vid1);
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(vid1, vid2) = (vid2, vid1);
|
||||||
}
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}
|
||||||
|
|
||||||
// Set uvWarning to true if uv cooordinates are outside the range [0, 1].
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|
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if (uv[vid0].x < 0 || uv[vid0].y < 0 || uv[vid1].x < 0 || uv[vid1].y < 0 || uv[vid2].x < 0 || uv[vid2].y < 0)
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|
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uvWarning = true;
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|
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if (uv[vid0].x > 1 || uv[vid0].y > 1 || uv[vid1].x > 1 || uv[vid1].y > 1 || uv[vid2].x > 1 || uv[vid2].y > 1)
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||||||
uvWarning = true;
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|
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// Add the constructed triangle to the mesh.
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// Add the constructed triangle to the mesh.
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psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid1), v2 = convertData(vid2), Texture = psxTexture });
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psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid1), v2 = convertData(vid2), Texture = psxTexture });
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||||||
}
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}
|
||||||
}
|
}
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if(uvWarning)
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{
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Debug.LogWarning($"UV coordinates on mesh {mesh.name} are outside the range [0, 1]. Texture repeat DOES NOT WORK right now. You may have broken textures.");
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|
||||||
}
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|
||||||
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|
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return psxMesh;
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return psxMesh;
|
||||||
}
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}
|
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|
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@@ -197,9 +183,6 @@ namespace SplashEdit.RuntimeCode
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nz = PSXTrig.ConvertCoordinateToPSX(normal.z),
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nz = PSXTrig.ConvertCoordinateToPSX(normal.z),
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// Map UV coordinates to a byte range after scaling based on texture dimensions.
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// Map UV coordinates to a byte range after scaling based on texture dimensions.
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||||||
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|
||||||
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||||||
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u = (byte)Mathf.Clamp(uv.x * (width - 1), 0, 255),
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u = (byte)Mathf.Clamp(uv.x * (width - 1), 0, 255),
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v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255),
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v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255),
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||||||
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|
||||||
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|||||||
@@ -1,4 +1,5 @@
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|||||||
using System.Collections.Generic;
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using System.Collections.Generic;
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||||||
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using Splashedit.RuntimeCode;
|
||||||
using UnityEngine;
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using UnityEngine;
|
||||||
using UnityEngine.Serialization;
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using UnityEngine.Serialization;
|
||||||
|
|
||||||
@@ -7,11 +8,14 @@ namespace SplashEdit.RuntimeCode
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|||||||
[RequireComponent(typeof(Renderer))]
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[RequireComponent(typeof(Renderer))]
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||||||
public class PSXObjectExporter : MonoBehaviour
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public class PSXObjectExporter : MonoBehaviour
|
||||||
{
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{
|
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public LuaFile LuaFile => luaFile;
|
||||||
|
|
||||||
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
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public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
|
||||||
public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
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public PSXMesh Mesh { get; protected set; } // Stores the converted PlayStation-style mesh
|
||||||
[Header("Export Settings")]
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[Header("Export Settings")]
|
||||||
[FormerlySerializedAs("BitDepth")]
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[FormerlySerializedAs("BitDepth")]
|
||||||
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
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[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
|
||||||
|
[SerializeField] private LuaFile luaFile;
|
||||||
[Header("Gizmo Settings")]
|
[Header("Gizmo Settings")]
|
||||||
[FormerlySerializedAs("PreviewNormals")]
|
[FormerlySerializedAs("PreviewNormals")]
|
||||||
[SerializeField] private bool previewNormals = false;
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[SerializeField] private bool previewNormals = false;
|
||||||
|
|||||||
@@ -2,6 +2,8 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using Splashedit.RuntimeCode;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -89,6 +91,10 @@ namespace SplashEdit.RuntimeCode
|
|||||||
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
|
||||||
int totalFaces = 0;
|
int totalFaces = 0;
|
||||||
|
|
||||||
|
// Lists for lua data offsets.
|
||||||
|
List<long> luaOffsetPlaceholderPositions = new List<long>();
|
||||||
|
List<long> luaDataOffsets = new List<long>();
|
||||||
|
|
||||||
// Lists for mesh data offsets.
|
// Lists for mesh data offsets.
|
||||||
List<long> meshOffsetPlaceholderPositions = new List<long>();
|
List<long> meshOffsetPlaceholderPositions = new List<long>();
|
||||||
List<long> meshDataOffsets = new List<long>();
|
List<long> meshDataOffsets = new List<long>();
|
||||||
@@ -106,6 +112,7 @@ namespace SplashEdit.RuntimeCode
|
|||||||
List<long> navmeshDataOffsets = new List<long>();
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List<long> navmeshDataOffsets = new List<long>();
|
||||||
|
|
||||||
int clutCount = 0;
|
int clutCount = 0;
|
||||||
|
List<LuaFile> luaFiles = new List<LuaFile>();
|
||||||
|
|
||||||
// Cluts
|
// Cluts
|
||||||
foreach (TextureAtlas atlas in _atlases)
|
foreach (TextureAtlas atlas in _atlases)
|
||||||
@@ -119,12 +126,26 @@ namespace SplashEdit.RuntimeCode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Lua files
|
||||||
|
foreach (PSXObjectExporter exporter in _exporters)
|
||||||
|
{
|
||||||
|
if (exporter.LuaFile != null)
|
||||||
|
{
|
||||||
|
//if not contains
|
||||||
|
if (!luaFiles.Contains(exporter.LuaFile))
|
||||||
|
{
|
||||||
|
luaFiles.Add(exporter.LuaFile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
|
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
|
||||||
{
|
{
|
||||||
// Header
|
// Header
|
||||||
writer.Write('S'); // 1 byte // 1
|
writer.Write('S'); // 1 byte // 1
|
||||||
writer.Write('P'); // 1 byte // 2
|
writer.Write('P'); // 1 byte // 2
|
||||||
writer.Write((ushort)1); // 2 bytes - version // 4
|
writer.Write((ushort)1); // 2 bytes - version // 4
|
||||||
|
writer.Write((ushort)luaFiles.Count); // 2 bytes - padding // 6
|
||||||
writer.Write((ushort)_exporters.Length); // 2 bytes // 6
|
writer.Write((ushort)_exporters.Length); // 2 bytes // 6
|
||||||
writer.Write((ushort)_navmeshes.Length); // 8
|
writer.Write((ushort)_navmeshes.Length); // 8
|
||||||
writer.Write((ushort)_atlases.Length); // 2 bytes // 10
|
writer.Write((ushort)_atlases.Length); // 2 bytes // 10
|
||||||
@@ -140,6 +161,16 @@ namespace SplashEdit.RuntimeCode
|
|||||||
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(_playerHeight, GTEScaling)); // 26
|
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(_playerHeight, GTEScaling)); // 26
|
||||||
|
|
||||||
writer.Write((ushort)0);
|
writer.Write((ushort)0);
|
||||||
|
writer.Write((ushort)0);
|
||||||
|
|
||||||
|
// Lua file section
|
||||||
|
foreach (LuaFile luaFile in luaFiles)
|
||||||
|
{
|
||||||
|
// Write placeholder for lua file data offset and record its position.
|
||||||
|
luaOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
|
||||||
|
writer.Write((int)0); // 4-byte placeholder for mesh data offset.
|
||||||
|
writer.Write((uint)luaFile.LuaScript.Length);
|
||||||
|
}
|
||||||
|
|
||||||
// GameObject section (exporters)
|
// GameObject section (exporters)
|
||||||
foreach (PSXObjectExporter exporter in _exporters)
|
foreach (PSXObjectExporter exporter in _exporters)
|
||||||
@@ -165,7 +196,15 @@ namespace SplashEdit.RuntimeCode
|
|||||||
writer.Write((int)rotationMatrix[2, 2]);
|
writer.Write((int)rotationMatrix[2, 2]);
|
||||||
|
|
||||||
writer.Write((ushort)exporter.Mesh.Triangles.Count);
|
writer.Write((ushort)exporter.Mesh.Triangles.Count);
|
||||||
writer.Write((ushort)0);
|
if (exporter.LuaFile != null)
|
||||||
|
{
|
||||||
|
int index = luaFiles.IndexOf(exporter.LuaFile);
|
||||||
|
writer.Write((short)index);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
writer.Write((short)-1);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Navmesh metadata section
|
// Navmesh metadata section
|
||||||
@@ -211,6 +250,17 @@ namespace SplashEdit.RuntimeCode
|
|||||||
|
|
||||||
// Start of data section
|
// Start of data section
|
||||||
|
|
||||||
|
// Lua data section: Write lua file data for each exporter.
|
||||||
|
foreach (LuaFile luaFile in luaFiles)
|
||||||
|
{
|
||||||
|
AlignToFourBytes(writer);
|
||||||
|
// Record the current offset for this lua file's data.
|
||||||
|
long luaDataOffset = writer.BaseStream.Position;
|
||||||
|
luaDataOffsets.Add(luaDataOffset);
|
||||||
|
|
||||||
|
writer.Write(Encoding.UTF8.GetBytes(luaFile.LuaScript));
|
||||||
|
}
|
||||||
|
|
||||||
// Mesh data section: Write mesh data for each exporter.
|
// Mesh data section: Write mesh data for each exporter.
|
||||||
foreach (PSXObjectExporter exporter in _exporters)
|
foreach (PSXObjectExporter exporter in _exporters)
|
||||||
{
|
{
|
||||||
@@ -343,6 +393,20 @@ namespace SplashEdit.RuntimeCode
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Bacfill the lua data offsets into the metadata section.
|
||||||
|
if (luaOffsetPlaceholderPositions.Count == luaDataOffsets.Count)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < luaOffsetPlaceholderPositions.Count; i++)
|
||||||
|
{
|
||||||
|
writer.Seek((int)luaOffsetPlaceholderPositions[i], SeekOrigin.Begin);
|
||||||
|
writer.Write((int)luaDataOffsets[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("Mismatch between metadata lua offset placeholders and lua data blocks!");
|
||||||
|
}
|
||||||
|
|
||||||
// Backfill the mesh data offsets into the metadata section.
|
// Backfill the mesh data offsets into the metadata section.
|
||||||
if (meshOffsetPlaceholderPositions.Count == meshDataOffsets.Count)
|
if (meshOffsetPlaceholderPositions.Count == meshDataOffsets.Count)
|
||||||
{
|
{
|
||||||
|
|||||||
8
Sample.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 03c1f3626c09eb44eb79759ab2675f9e
|
||||||
|
folderAsset: yes
|
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8
Sample/Lua.meta
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21
Sample/Lua/example.lua
Normal file
@@ -0,0 +1,21 @@
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|
local dir = true
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|
local minY = -300
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|
local maxY = -25
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|
|
||||||
|
function doSomething(first, other)
|
||||||
|
local pos = first.position
|
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|
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|
if dir then
|
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|
pos.y = pos.y + 10
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|
if pos.y >= maxY then
|
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|
dir = false
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|
end
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else
|
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|
pos.y = pos.y - 10
|
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|
if pos.y <= minY then
|
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|
dir = true
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|
end
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end
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end
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10
Sample/Lua/example.lua.meta
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137
Sample/Material/PSXDefault.mat
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Normal file
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--- !u!114 &1570671556
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--- !u!1660057539 &9223372036854775807
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7
Sample/Scene/Demo.unity.meta
Normal file
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: dbf5265ad7d363446800065929646d36
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -10,24 +10,32 @@ All numeric values are stored in little‐endian format. All offsets are counted
|
|||||||
| ------ | ---- | ------ | ----------------------------------- |
|
| ------ | ---- | ------ | ----------------------------------- |
|
||||||
| 0x00 | 2 | char | `'SP'` – File magic |
|
| 0x00 | 2 | char | `'SP'` – File magic |
|
||||||
| 0x02 | 2 | uint16 | Version number |
|
| 0x02 | 2 | uint16 | Version number |
|
||||||
| 0x04 | 2 | uint16 | Number of GameObjects |
|
| 0x04 | 2 | uint16 | Number of Lua Files |
|
||||||
| 0x06 | 2 | uint16 | Number of Navmeshes |
|
| 0x06 | 2 | uint16 | Number of GameObjects |
|
||||||
| 0x08 | 2 | uint16 | Number of Texture Atlases |
|
| 0x08 | 2 | uint16 | Number of Navmeshes |
|
||||||
| 0x0A | 2 | uint16 | Number of CLUTs |
|
| 0x0A | 2 | uint16 | Number of Texture Atlases |
|
||||||
| 0x0C | 2 | uint16 | Player Start X |
|
| 0x0C | 2 | uint16 | Number of CLUTs |
|
||||||
| 0x0E | 2 | uint16 | Player Start Y |
|
| 0x0E | 2 | uint16 | Player Start X (Fixed-point) |
|
||||||
| 0x10 | 2 | uint16 | Player Start Z |
|
| 0x10 | 2 | uint16 | Player Start Y (Fixed-point) |
|
||||||
| 0x12 | 2 | uint16 | Player Rotation X |
|
| 0x12 | 2 | uint16 | Player Start Z (Fixed-point) |
|
||||||
| 0x14 | 2 | uint16 | Player Rotation Y |
|
| 0x14 | 2 | uint16 | Player Rotation X (Fixed-point) |
|
||||||
| 0x16 | 2 | uint16 | Player Rotation Z |
|
| 0x16 | 2 | uint16 | Player Rotation Y (Fixed-point) |
|
||||||
| 0x18 | 2 | uint16 | Player Height |
|
| 0x18 | 2 | uint16 | Player Rotation Z (Fixed-point) |
|
||||||
| 0x1A | 2 | uint16 | Reserved (always 0) |
|
| 0x1A | 2 | uint16 | Player Height (Fixed-point) |
|
||||||
|
| 0x1C | 4 | uint32 | Reserved (always 0) |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 2. Metadata Section
|
## 2. Metadata Section
|
||||||
|
|
||||||
### 2.1 GameObject Descriptors (56 bytes each)
|
### 2.1 Lua File Descriptors (8 bytes each)
|
||||||
|
|
||||||
|
| Offset (per entry) | Size | Type | Description |
|
||||||
|
| ------------------ | ---- | ------ | --------------------------------- |
|
||||||
|
| 0x00 | 4 | uint32 | Lua File Data Offset |
|
||||||
|
| 0x04 | 4 | uint32 | Lua File Size |
|
||||||
|
|
||||||
|
### 2.2 GameObject Descriptors (56 bytes each)
|
||||||
|
|
||||||
| Offset (per entry) | Size | Type | Description |
|
| Offset (per entry) | Size | Type | Description |
|
||||||
| ------------------ | ---- | -------- | --------------------------------- |
|
| ------------------ | ---- | -------- | --------------------------------- |
|
||||||
@@ -37,21 +45,17 @@ All numeric values are stored in little‐endian format. All offsets are counted
|
|||||||
| 0x0C | 4 | int32 | Z position (Fixed-point) |
|
| 0x0C | 4 | int32 | Z position (Fixed-point) |
|
||||||
| 0x10 | 36 | int32[9] | 3×3 Rotation Matrix (Fixed-point) |
|
| 0x10 | 36 | int32[9] | 3×3 Rotation Matrix (Fixed-point) |
|
||||||
| 0x34 | 2 | uint16 | Triangle count |
|
| 0x34 | 2 | uint16 | Triangle count |
|
||||||
| 0x36 | 2 | int16 | Padding |
|
| 0x36 | 2 | int16 | Lua File Index (-1 if none) |
|
||||||
|
|
||||||
> Mesh data for each GameObject is located at `meshDataOffset`.
|
### 2.3 Navmesh Descriptors (8 bytes each)
|
||||||
|
|
||||||
### 2.2 Navmesh Descriptors (8 bytes each)
|
|
||||||
|
|
||||||
| Offset (per entry) | Size | Type | Description |
|
| Offset (per entry) | Size | Type | Description |
|
||||||
| ------------------ | ---- | ------ | --------------------------------- |
|
| ------------------ | ---- | ------ | --------------------------------- |
|
||||||
| 0x00 | 4 | uint32 | Navmesh Data Offset |
|
| 0x00 | 4 | uint32 | Navmesh Data Offset |
|
||||||
| 0x04 | 2 | int16 | Triangle count |
|
| 0x04 | 2 | uint16 | Triangle count |
|
||||||
| 0x06 | 2 | int16 | Padding |
|
| 0x06 | 2 | uint16 | Padding |
|
||||||
|
|
||||||
> Each triangle in a navmesh is defined by 3 `int16` vertices (6 bytes per vertex).
|
### 2.4 Texture Atlas Descriptors (12 bytes each)
|
||||||
|
|
||||||
### 2.3 Texture Atlas Descriptors (12 bytes each)
|
|
||||||
|
|
||||||
| Offset (per entry) | Size | Type | Description |
|
| Offset (per entry) | Size | Type | Description |
|
||||||
| ------------------ | ---- | ------ | -------------------------------- |
|
| ------------------ | ---- | ------ | -------------------------------- |
|
||||||
@@ -61,9 +65,7 @@ All numeric values are stored in little‐endian format. All offsets are counted
|
|||||||
| 0x08 | 2 | uint16 | Atlas Position X (VRAM origin) |
|
| 0x08 | 2 | uint16 | Atlas Position X (VRAM origin) |
|
||||||
| 0x0A | 2 | uint16 | Atlas Position Y (VRAM origin) |
|
| 0x0A | 2 | uint16 | Atlas Position Y (VRAM origin) |
|
||||||
|
|
||||||
> Pixel data is stored as `uint16[width * height]`.
|
### 2.5 CLUT Descriptors (12 bytes each)
|
||||||
|
|
||||||
### 2.4 CLUT Descriptors (12 bytes each)
|
|
||||||
|
|
||||||
| Offset (per entry) | Size | Type | Description |
|
| Offset (per entry) | Size | Type | Description |
|
||||||
| ------------------ | ---- | ------ | ----------------------------------------------------- |
|
| ------------------ | ---- | ------ | ----------------------------------------------------- |
|
||||||
@@ -73,20 +75,24 @@ All numeric values are stored in little‐endian format. All offsets are counted
|
|||||||
| 0x08 | 2 | uint16 | Palette entry count |
|
| 0x08 | 2 | uint16 | Palette entry count |
|
||||||
| 0x0A | 2 | uint16 | Padding |
|
| 0x0A | 2 | uint16 | Padding |
|
||||||
|
|
||||||
> CLUT pixel data is stored as `uint16[length]`.
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 3. Data Section
|
## 3. Data Section
|
||||||
|
|
||||||
### 3.1 Mesh Data Block (per GameObject)
|
### 3.1 Lua Data Block
|
||||||
|
|
||||||
|
Each Lua file is stored as raw bytes. The size of each Lua file is specified in the Lua File Descriptor.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 3.2 Mesh Data Block (per GameObject)
|
||||||
|
|
||||||
Each mesh is made of triangles:
|
Each mesh is made of triangles:
|
||||||
|
|
||||||
**Triangle Layout (52 bytes):**
|
**Triangle Layout (52 bytes):**
|
||||||
|
|
||||||
| Field | Size | Description |
|
| Field | Size | Description |
|
||||||
| -------------------|------|-----------------------------------------------------|
|
| ------------------- |------|-----------------------------------------------------|
|
||||||
| Vertex v0 | 6 | x, y, z (int16) |
|
| Vertex v0 | 6 | x, y, z (int16) |
|
||||||
| Vertex v1 | 6 | x, y, z (int16) |
|
| Vertex v1 | 6 | x, y, z (int16) |
|
||||||
| Vertex v2 | 6 | x, y, z (int16) |
|
| Vertex v2 | 6 | x, y, z (int16) |
|
||||||
@@ -105,20 +111,27 @@ Each mesh is made of triangles:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 3.2 Navmesh Data Block
|
### 3.3 Navmesh Data Block
|
||||||
|
|
||||||
Each triangle is 3 vertices (`int16` x/y/z), total 18 bytes per triangle.
|
Each triangle is 3 vertices (`int16` x/y/z), total 18 bytes per triangle.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 3.3 Texture Atlas Data Block
|
### 3.4 Texture Atlas Data Block
|
||||||
|
|
||||||
Pixel data stored as `uint16[width * height]`.
|
Pixel data stored as `uint16[width * height]`.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 3.4 CLUT Data Block
|
### 3.5 CLUT Data Block
|
||||||
|
|
||||||
Pixel data stored as `uint16[length]`.
|
Pixel data stored as `uint16[length]`.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- All offsets are aligned to 4-byte boundaries.
|
||||||
|
- Fixed-point values are scaled by the `GTEScaling` factor.
|
||||||
|
- Lua file indices in GameObject descriptors are `-1` if no Lua file is associated with the object.
|
||||||
|
- Navmesh triangles are stored as raw vertex data without additional attributes.
|
||||||