# SplashEdit SplashEdit is a Unity Package that converts your Unity scenes into authentic PSX worlds by exporting binary data loadable in a PlayStation 1 as a binary fileformat called **SPLASHPACK**. It streamlines the export process for your scenes and offers additional tools for VRAM management and texture quantization. ## Important: Instructions in this readme are writen terribly (PR welcome, please I suck at writing these) REFER TO THE VIDEO DOWN BELOW FOR USAGE https://youtu.be/1JJFYptDTk0 ## Features - **Automatic Scene Exporting:** Export your scene with a single click using the PSX Scene Exporter component. This process automatically packs textures into the PSX's 2D VRAM. - **Texture Packing & Quantization:** Convert and preview your textures in a PSX-compatible format with built-in quantization tools. - **Light baking** Prebakes any lights in the Scene into the output mesh data - **Navmesh generation** Generates a navmesh for FPS movement in your scene ## Installation Install SplashEdit directly from the Git repository using Unity's Package Manager: 1. **Open Unity's Package Manager:** Go to `Window` → `Package Manager`. 2. **Add Package from Git URL:** Click the **+** button in the upper left corner and select **"Add package from git URL..."**. Enter the Git URL for SplashEdit: `https://github.com/psxsplash/splashedit.git` Click **Add** and wait for the package to install. ## Usage ### General Scene Exporting If you only need to export the scene, follow these steps: 1. **PSX Object Exporter:** - Attach the **PSX Object Exporter** component to every GameObject you wish to export. - This GameObject **must** have a mesh filter on it with a viable mesh - The GameObject **must** have a texture on it. Colored polygons are not yet supported - Set the desired bit depth for each object's texture in the component settings. 2. **PSX Scene Exporter:** - Add the **PSX Scene Exporter** component to a GameObject in your scene (using an empty GameObject is recommended for organization). - Click the **Export** button in the PSX Scene Exporter. You will be prompted to choose an output file location for the splashpack. - The exporter will automatically handle texture packing into the PSX's 2D VRAM. 3. **PSX Navmesh** - Add the **PSX Navmesh** component to a GameObject in your scene. - A Navmesh surface will get automatically generated and exported into your splashpack upon scene export. - **Important:** a PSX Player component is required within the scene for Navmesh exporting to work correctly. - **Important:** due to a scaling and overflow bug which is currently being worked on, you may encounter some Navmesh issues. To mitigate these, turn up the GTE scaling on the scene exporter to a higher value. ### Additional Features SplashEdit also includes extra tools to enhance your workflow: 1. **VRAM Editor:** - Access the VRAM Editor via Unity's **Window** context menu. - Set framebuffer locations and preview texture packing. - **Important:** Click on **Save Settings** in the VRAM Editor to inform the PSX Scene Exporter where to pack textures. - When you click **Pack Textures** in the VRAM Editor, a file selection dialog will appear. - Selecting a file will save only the VRAM data. - If you do not wish to save VRAM, simply close the dialog. **Note:** This action only exports the VRAM. For a complete scene export (including VRAM), use the PSX Scene Exporter component. 2. **Quantized Texture Preview:** - Preview how your textures will look after quantization before exporting. ## Texture Requirements - **Power of Two:** All textures must have dimensions that are a power of two (e.g., 64x64, 128x128, 256x256) with a maximum size of **256x256**. - **No Automatic Downscaling:** SplashEdit does not automatically downscale textures that exceed these limits. ## Output Format You can use the [Imhex project file](https://github.com/psxsplash/splashedit/blob/main/tools/imhex.hexproj) file to learn about the binary format ## I have a splashpack file. What now? You can preview it using [psxsplash](https://github.com/psxsplash/psxsplash). ## Contributing Contributions are welcome! To contribute: 1. Fork the repository. 3. Submit a pull request with your changes. Please use branches. For major changes, please open an issue first to discuss your ideas.