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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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Paco
Joined: 09 Oct 2005 Posts: 54
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Posted: Sun Oct 09, 2005 7:12 pm Post subject: |
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The .max file format is closed, and like Pandora's Box, it's better left unopened. If you have 3DSMax the best option is usually a maxscript to spit out raw data, and a C++ converter to read that data and create a binary format that can be read directly into the PSP.
If you're using a mix of different 3d packages which allow scripting (Blender, Maya, Max all do, I suppose XSI too), this is also the best option since most of the work optimizing the model geometry and setting up PSP vertex formats, etc. can be done inside that C++ converter.
.3DS format is old, but it has a robust enough design that it is still valid today. Your converter could read 3DS format too.
For texture conversion, Henrik's PTX converter http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip works great (too bad it can't read TGA files). _________________ Paco |
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seewan
Joined: 19 Oct 2005 Posts: 6
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Posted: Wed Oct 19, 2005 8:49 pm Post subject: how not to use cache pointer |
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| How can i not use the cache pointer? |
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