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PSXPrev (PSX Model/Texture Viewer) (Released!)
(04-29-2019, 12:00 PM)lemurboy12 Wrote:
(04-28-2019, 10:03 PM)rickomax Wrote:
(04-23-2019, 10:10 AM)lemurboy12 Wrote: Can you make the VRAM bigger than 256x256? There's several games where the VRAM isn't big enough so the textures don't show up.

Hi!

I could make it bigger, but the meaning of the VRAM pages is assembling the textures as the real PSX hardware does, so you can assign multiple textures pieces on their right position (which generally comes configured on the TIM files) and use any VRAM page on the model to get the full texture displayed. VRAM pages used by any model are exported automatically.

True, but most of the time the textures are in coordinates that go beyond 256x256. Can you at least extend it to 512x512?
Yes, I'm still trying to understand why these coordinates are outside the 256x256 boundaries. I guess they are overlapping another VRAM pages.
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(04-29-2019, 12:00 PM)lemurboy12 Wrote:
(04-28-2019, 10:03 PM)rickomax Wrote:
(04-23-2019, 10:10 AM)lemurboy12 Wrote: Can you make the VRAM bigger than 256x256? There's several games where the VRAM isn't big enough so the textures don't show up.

Hi!

I could make it bigger, but the meaning of the VRAM pages is assembling the textures as the real PSX hardware does, so you can assign multiple textures pieces on their right position (which generally comes configured on the TIM files) and use any VRAM page on the model to get the full texture displayed. VRAM pages used by any model are exported automatically.

True, but most of the time the textures are in coordinates that go beyond 256x256. Can you at least extend it to 512x512?
I've fixed this issue, it was caused by an error in the textures Y position calculation.
I had posted an update with this fix, but I removed as I'm testing PSXPrev and there are other issues to be fixed.
I'm planning to release an update tomorrow with the fixes.
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(04-29-2019, 10:02 PM)rickomaxI\ve fixed this issue, it was caused by an error in the textures Y position calculation. Wrote: I had posted an update with this fix, but I removed as I'm testing PSXPrev and there are other issues to be fixed.
I'm planning to release an update tomorrow with the fixes.

Thats awesome.
I just want to say thankyou for this software, I've been trying to get it to work with Breath of Fire 3 and 4, but it seems those games use their own texture and model formats, same with MGS1, Dino Crisis has the same formats as the other Ps1 capcom games (EMI format), it seems to be a container so I'm unsure if the tool could read into the formats inside.
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PSXPrev 0.9.1 released

Fixed: Textures Y Position.
Fixed: Textures VRAM Page.
Fixed: OBJ Exporting.
Added: UV Preview on VRAM Tab.

Download link:
https://github.com/rickomax/psxprev/rele...v0.9.1.zip
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Added some gizmo manipulation and combined mesh export (available on the next update):
[Image: UiCzvs.jpg]

Edit: The model is from Tenchu: Stealth Assassins. The models can be assembled/exported using the new gizmos and merged exporting features.
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Thanked by: Cavan Ashton
Would anyone possibly know what to do with Crash Bash with this? when i try to scan the 1 file on disc called CRASHBSH.DAT for models, it finds 1 but immediately after says "terminated due to stackoverflowexception" or something along those lines, this file and 1 called BASHY with no extension are literally the only 2 files on disc of any significance, the rest are very small in size or just like system files of some sort.
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Working on TOD animations support:

[Image: giphy.gif]

Edit: The animations are from Over Blood which has all its models/textures/animations compatible with PSXPrev.
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Thanked by: Cavan Ashton
Version 0.9.2 released:

Improved: TOD Animations Support.
Added: Gizmo Position Manipulators.
Added: Merged Exporting Mode.
Fixed: Misc. Issues.

https://github.com/rickomax/psxprev/rele...v0.9.2.zip
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Great update. Thankyou as always.
TOD animations is going to be awesome to checkout.
I wanted to ask if its ok to request an additional common format?

I didn't want to just make a request without knowing if its acceptable first.
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I wish there could be a new obj exporter that accepts vertex color.

Real talk. I have been using this program to rip Um Jammer Lammy models. i can try to upload some models from the game.
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(05-15-2019, 10:36 AM)Cavan Ashton Wrote: I wish there could be a new obj exporter that accepts vertex color.

Real talk. I have been using this program to rip Um Jammer Lammy models. i can try to upload some models from the game.

You can export OBJ with vertex colors from PSXPrev, but only a few applications can read this information. MeshLab does read it.
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(05-15-2019, 12:39 PM)rickomax Wrote:
(05-15-2019, 10:36 AM)Cavan Ashton Wrote: I wish there could be a new obj exporter that accepts vertex color.

Real talk. I have been using this program to rip Um Jammer Lammy models. i can try to upload some models from the game.

You can export OBJ with vertex colors from PSXPrev, but only a few applications can read this information. MeshLab does read it.

But when i export the model from meshlab with vertex coloring on the faces, i imported it in blender and the vertex colors don't show up for some reason. so if there's a obj exporter that accepts vertex color, i can view it in blender and it has vertex color data on the object. just like the ply exporter that does the same thing.
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Is it done yet?
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Blenders obj importer doesn't import Vertex Colors, it doesn't matter if the exporter does, if the importer doesn't, you'll get the same resulting vertex color free meshes.
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Thanked by: Cavan Ashton
(06-04-2019, 12:15 AM)squall789 Wrote: Blenders obj importer doesn't import Vertex Colors, it doesn't matter if the exporter does, if the importer doesn't, you'll get the same resulting vertex color free meshes.

I think I know what I need to do to add vertex colors to a object if it does not show up. I take a screenshot of the vertex colors, and I copy the colors and paste it on a blank sheet in Microsoft Paint. And I map the UVs to the colors and there you have it.



(I think that's how lemurboy12 did this.)
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