It looks like the fist pass of the mod is complete. But there's more that can be done. I wanted to take this issue to think of ways that i could improve if i had known what i know now going in.
mkpsxiso
The largest one i think is using mkpsxiso. The ability to extract all of the files, edit them and rebuild is really powerful. This would have allowed me to decompress things that were compressed, and repack them without compression that would have saved me a lot of sanity with respect to trying to match the file length for compressed models.
Handling by File
The second most important aspect is that I oriented my code around packing types of assets. And this made it really hard for the scene files where there were multiple asset types in one archive.
UV Alignment
Need to make a test object to basically make a look up table for pixel alignment instead of trying to convert from a float back into a pixel.
GLTF Compatibility
GLTF compatibility would make it easier to bundle a model into one asset and then export and import everything in one scene file.
It looks like the fist pass of the mod is complete. But there's more that can be done. I wanted to take this issue to think of ways that i could improve if i had known what i know now going in.
mkpsxiso
The largest one i think is using
mkpsxiso
. The ability to extract all of the files, edit them and rebuild is really powerful. This would have allowed me to decompress things that were compressed, and repack them without compression that would have saved me a lot of sanity with respect to trying to match the file length for compressed models.Handling by File
The second most important aspect is that I oriented my code around packing types of assets. And this made it really hard for the scene files where there were multiple asset types in one archive.
UV Alignment
Need to make a test object to basically make a look up table for pixel alignment instead of trying to convert from a float back into a pixel.
GLTF Compatibility
GLTF compatibility would make it easier to bundle a model into one asset and then export and import everything in one scene file.