SIMPLE TMD / MIME VERTEX ANIMATION VIEWER
SIMPLE TMD / MIME VERTEX ANIMATION VIEWER
SIMPLE TMD / MIME VERTEX ANIMATION VIEWER
Username: Isufje
Project Title: TMD / MIME VIEWER
Time to Complete: -
SDK: PSY-Q
Genre: Utility
Latest Release: -
In Development: -
Initial Release Date: -
Last Date Updated: -
Controller: pad
Players: none
Memory Card: 0 Block
Languages: -
Burn and Play: Yes
Executable Included: No
Source Included: Yes
This is what I use when I want to do a quick animation run or just check out a 3D model.
2 example models are included, and 2 animations.
ISO: http://205.196.123.190/43owpr1dnqgg/uuo ... MDVIEW.iso
Source: http://205.196.123.194/7cg04mj8g4tg/y32 ... source.rar
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Greg Verified
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Work with NO$PSX ver 1.9 on win XP and with ePSXe ver 1.6.0
1 x SCPH-7501, 2 x SCPH-7001, 2 x SCPH-5501
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB
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gwald Verified
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Strange, same version.. I've tried a few virtual box OS's and it doesn't work..
But No$PSX is the only which does work in VB for me anyway.
It works fine in linux with PCSXR
Good little test app @isufje, thankyou!
But No$PSX is the only which does work in VB for me anyway.
It works fine in linux with PCSXR
Good little test app @isufje, thankyou!
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what software did you use to anÃmate the model with vertex animation and how you exported it to include it in the source?
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LameGuy64 Verified
- Psy-Q Enthusiast
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I'm pretty sure he used one of the MIME tools that came with the PlayStation SDK. If I remember correctly, you basically take 2 models (one as a base and another as a keyframe) in TMD format which you both run in MIMESORT which will generate a keyframe file containing the vertex differential between the two models.
The downside of this animation method is that because its vertex animation, the transitions may look like the model is warping if you don't create enough keyframes.
The downside of this animation method is that because its vertex animation, the transitions may look like the model is warping if you don't create enough keyframes.
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
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NITROYUASH Verified
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In this example the MIMEFILT.EXE was used for creating VDF file.LameGuy64 wrote: ↑December 1st, 2017, 9:06 am I'm pretty sure he used one of the MIME tools that came with the PlayStation SDK. If I remember correctly, you basically take 2 models (one as a base and another as a keyframe) in TMD format which you both run in MIMESORT which will generate a keyframe file containing the vertex differential between the two models.
The downside of this animation method is that because its vertex animation, the transitions may look like the model is warping if you don't create enough keyframes.
Looks like MIMESORT is not required here.
Code: Select all
md0.tmd Base model
md1.tmd Deformed model for MIMe motion-1
md2.tmd Deformed model for MIMe motion-2
md3.tmd Deformed model for MIMe motion-3
md4.tmd Deformed model for MIMe motion-4
md0.vdf Differential vertex file
md0.ndf Differential normal file (if used "-n" option)
mimefilt -n md0.tmd md1.tmd md2.tmd md3.tmd md4.tmd
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How did you make the Model Single Mesh, I mean that for each Texture it is by separate Polygon but here in a Single Object that has multiple textures, how did you do it? Is there a Blender plugin or Addon that can do that?
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