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Research: PS1 TIM / TMD / RSD feasibility for QtMesh (validation vs import/export) #367

Description

@fernandotonon

Problem

PS1-era workflows often involve TIM textures, TMD meshes, and sometimes RSD as an intermediate. Technical documentation is fragmented; we need a research spike to decide what QtMesh can responsibly support (import vs export vs validation-only) without overpromising compatibility with every game-specific variant.

Proposed solution

  • Produce a short design note (issue comment or wiki-linked doc) covering:
    • File format references (public / reverse-engineering docs only).
    • Feasibility: TIM vs TMD vs RSD for read path and write path.
    • How validation rules (palette, page size, quad vs tri) map to our AssetInfo model.
    • Risk: fixed-point scale, little-endian assumptions, multi-part models.
  • Outcome: recommended MVP scope (e.g. TIM import only, or validation-only for external toolchain outputs).

Scope

Research + written recommendation. No large implementation in this issue.

Acceptance criteria

  • Written summary with go / no-go per format and rationale.
  • List of follow-up implementation issues with estimates.
  • Explicit statement: no official Sony SDK reliance.

Files / components likely affected

  • None required; optional docs/ only if the repo already uses that pattern for RFCs (keep minimal per project norms).

Test strategy

N/A (research).

Labels

enhancement, documentation, question

Milestone

Milestone 3: PS1 TIM/TMD research + prototype

Dependencies

None.

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