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PSXPrev (PSX Model/Texture Viewer) (Released!)
I downloaded two or three of that from some sites shown in the first page of yandex as you said and they're all bin+cue or "ccd"...
By the way, by chance i used the option select folder, and if all the files are inside it works nevertheless. Maybe you meant that?
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(09-28-2019, 06:32 PM)John Barleycorn Wrote: I downloaded two or three of that from some sites shown in the first page of yandex as you said and they're all bin+cue or "ccd"...
By the way, by chance i used the option select folder, and if all the files are inside it works nevertheless. Maybe you meant that?

Just download a CUE, and use the 'scan file' or 'scan folder' option, it'll work just as well.
Or you can download the cue/bin, extract it into its files via daemon tools or whatever else,.
It's not a requirement for it to be a ISO file.
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I see. Well, it worked the first time i use it on the folder, and inside there was ccd, img and so on. I still don't understand how there could be so many different type of files even if maybe it's the same game.
Anyway, when i load it the textures doesn't show applied on the meshes... There's some option i should check or i missed something?
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(09-30-2019, 04:55 PM)John Barleycorn Wrote: I see. Well, it worked the first time i use it on the folder, and inside there was ccd, img and so on. I still don't understand how there could be so many different type of files even if maybe it's the same game.
Anyway, when i load it the textures doesn't show applied on the meshes... There's some option i should check or i missed something?
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....?
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(10-03-2019, 07:59 PM)John Barleycorn Wrote: ....?
Not sure what happened there..
What i meant to say was, games aren't iso, bin or cue files, games are just a bunch of files on a disc.
The people who dump the games, decide, when dumping, which format they'd like to dump the disc as thats all.
The format isn't really related to the game itself in any way.
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I see. Well, thanks for the clarification. By the way, i was more curious on why i can't see the textures applied on the meshes.. Got any clues on that?
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(10-04-2019, 02:44 PM)John Barleycorn Wrote: I see. Well, thanks for the clarification. By the way, i was more curious on why i can't see the textures applied on the meshes.. Got any clues on that?

Textures should be applied to the VRAM page first, there is a button to draw the selected textures from the "textures tab" into their VRAM page, then the VRAM page can be displayed on the model (on the model properties, there is the VRAM page number it uses, on the "models tab")

(08-28-2019, 01:43 PM)Cavan Ashton Wrote: Is the new version of PSXPrev going to be here?
I would love to release a new version, but I'm out of time and I would need help to implement the latest pending file format (HMD, which is huge)
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Good Luck to your project! Hope to see new version with HMD soon!!!
P.S: By the way, which format are models in Tekken 3?
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Fun! Fun! Pingu works great with PSXPrev. It scanned for TMD and TIM. Btw i've got some models from that game pending to tMR.
I like ripping stuff from games.
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(10-07-2019, 10:02 PM)rickomax Wrote:
(10-04-2019, 02:44 PM)John Barleycorn Wrote: I see. Well, thanks for the clarification. By the way, i was more curious on why i can't see the textures applied on the meshes.. Got any clues on that?

Textures should be applied to the VRAM page first, there is a button to draw the selected textures from the "textures tab" into their VRAM page, then the VRAM page can be displayed on the model (on the model properties, there is the VRAM page number it uses, on the "models tab")

(08-28-2019, 01:43 PM)Cavan Ashton Wrote: Is the new version of PSXPrev going to be here?
I would love to release a new version, but I'm out of time and I would need help to implement the latest pending file format (HMD, which is huge)
Maybe you think you can work on the new version of PSXPrev on this long christmas weekend. Also maybe could you add an experimental RSD scanner?
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Hey guys. I'm thinking about creating a Patreon to develop PSXPrev further, so I can get suggestions and also get motivated to add new features.
What you guys think about it?

Planned features:

*Add load/save state options to store the result of scanned files, so users would be able to scan these files faster later. States gonna be available on PSXPrev GitHub repository.
*Integrate user-modified model positions on the saved states.
*Integrate user-built VRAM pages on the saved states.
*Work on HMD (models, textures and animations) files parsing.
*Add a GLTF2 exporter (with models, textures and animations).
*Add a texture baker to bake vertex-colors into the textures, to use with formats/engines that don't support vertex-colors.
*Sub-model selection/moving on viewport with deep-selection.
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Yes, I will be a Patron the second you start one up.
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Updated PSXPrev:
https://github.com/rickomax/psxprev/rele...sxprev.zip
Created a small video-tutorial:
https://www.youtube.com/watch?v=hPDa8l3ZE6U
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Thanked by: Doronetty, Cavan Ashton
PSXPrev 0.9.4 download:
https://github.com/rickomax/psxprev/file...sxprev.zip
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Thanked by: Cavan Ashton


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