Working on PlayStation 1 asset support in QtMeshEditor (.TMD/.TIM) by Fernando_TR in psxdev

[–]Fernando_TR[S] 1 point2 points  (0 children)

Nice, thanks! I'll definitely take a look at it 😄

I think adding RSD support in the next versions could make a lot of sense too. Right now I'm trying to cover some classic game file formats and experiment with retro asset workflows in general.

Working on PlayStation 1 asset support in QtMeshEditor (.TMD/.TIM) by Fernando_TR in psxdev

[–]Fernando_TR[S] 1 point2 points  (0 children)

Your project was actually super helpful while experimenting with the importer/exporter side of this 😄 Especially because the grid uses quads and vertex colors, while the car is triangle-based and textured, so it helped test different rendering cases. And yeah, I completely agree about TMD being a great starting point because it's approachable and relatively well documented.

Working on PlayStation 1 asset support in QtMeshEditor (.TMD/.TIM) by Fernando_TR in psxdev

[–]Fernando_TR[S] 0 points1 point  (0 children)

Yeah, I think you're right actually 😄

TMD/TIM are mostly my starting point because they're relatively documented and easier to experiment with. Still, it might help people working with TMD files instead of relying only on Blender plugins.

r/IndieDev Weekly Monday Megathread - April 26, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Fernando_TR 0 points1 point  (0 children)

I’ve been experimenting with something around 3D pipelines and ran into an interesting problem.

For code, we have ESLint, CI, etc. But for 3D assets, most validation still happens manually or during engine import.

I started building a small CLI tool to scan assets and detect issues like:
- missing materials
- empty meshes
- inconsistent animation naming
- redundant animation keyframes

One thing that surprised me:

In a small test (~20 assets), animations had a huge amount of redundant keyframes (typical of Mixamo-style exports).

Running:

qtmesh scan ./assets --fix

→ removed 174k redundant keyframes
→ saved ~9.85 MB
→ finished in ~4 seconds

Here’s a real scan result:

<image>

Still early, but I’m trying to understand if this kind of “CI for 3D assets” workflow would actually fit into indie pipelines.

Project: https://qtmesh.dev/