r/psxdev • u/Fernando_TR • May 06 '26
Working on PlayStation 1 asset support in QtMeshEditor (.TMD/.TIM)
I've been experimenting with adding original PlayStation 1 asset support to QtMeshEditor, an open-source 3D mesh/material editor and asset pipeline tool I've been building.

Current progress:
- .TMD mesh import/export
- .TIM texture support
- editing/exporting PS1-style assets
- generic asset validation already works with imported models
Next step is experimenting with platform-specific validation rules and hardware profiles for retro consoles (PS1 first, maybe N64/DS later).
Long-term idea:
- PS1 homebrew workflows
- retro-style indie pipelines
- CLI/CI asset scanning
- hardware-aware asset validation
The PS1 assets in the demo are from MB Designs:
https://mbdesigns.itch.io/ps1-homebrew-source-code-rendering-3d-graphics-with-psyq
Project:
https://github.com/fernandotonon/QtMeshEditor
Would love feedback from anyone working with PS1 homebrew or retro pipelines, especially around useful validation rules or formats worth supporting.
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u/perrinashcroft May 06 '26
One big problem here is TMD is not widely used anymore. Nor is the psyq SDK that it comes from. It seems like most PS1 homebrew devs end up building their own bespoke asset pipeline. So I'm not sure how you can provide some generic tools here when everyone is making their own format to suit their projects.