4.3 KiB
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
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:
-
Open Unity's Package Manager:
Go toWindow→Package Manager. -
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.gitClick Add and wait for the package to install.
Usage
General Scene Exporting
If you only need to export the scene, follow these steps:
- 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.
- 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.
- 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:
- 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.
- 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 file to learn about the binary format
I have a splashpack file. What now?
You can preview it using psxsplash.
Contributing
Contributions are welcome! To contribute:
- Fork the repository.
- Submit a pull request with your changes.
Please use branches. For major changes, please open an issue first to discuss your ideas.