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secretsplash/README.md
2025-04-07 22:12:36 +02:00

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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 WindowPackage 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.
  1. 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.
  1. 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.
  1. 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:

  1. Fork the repository.
  2. Submit a pull request with your changes.

Please use branches. For major changes, please open an issue first to discuss your ideas.