The <Clock> object have an attribute dedicated to the shadow, in wiki is named clockImageShadow and i added a question mark to it (dont remember why, i guess because i didnt verifyed it but i think is an image, so there are only 2 posible images, is either the shadow or the glow)@sandungas
Look the other thread i mentioned you, now i need to make the shadow
Sony make this way ( clock_icon_shadow)
![]()
How to make this, cuz i have no idea hahaha
<Clock etc... etc.. etc... clockImageShadow="image:custom_clock_shadow" etc... etc... >
The <Clock> object have an attribute dedicated to the shadow, in wiki is named clockImageShadow and i added a question mark to it (dont remember why, i guess because i didnt verifyed it but i think is an image, so there are only 2 posible images, is either the shadow or the glow)
https://www.psdevwiki.com/ps3/RCOXML_Objects#.280x816.29_Clock
You need to use it like this
Code:<Clock etc... etc.. etc... clockImageShadow="image:custom_clock_shadow" etc... etc... >
Start using the original circle and try with the tab:The problem is, the shadow image is not transparent, its fully solid and black background as seen in the image
the question is how to make it in photoshop :P
Well, im looking at your image and probably will look better if you do it with the layer effectsThe problem is, the shadow image is not transparent, its fully solid and black background as seen in the image
the question is how to make it in photoshop :P
Wow cool, there is a PS3 image as background, how do you do that?i put those param and i get purple Cross button héhéhé but still the animation thread is there
View attachment 19407
ask @LuanTeles he did the work i only change the color of the buttonsWow cool, there is a PS3 image as background, how do you do that?
LIke this:@pinky @sandungas @LuanTeles how can i make infinite loop animation i try to call the same animation in itself with FireEvent but no luck !
<AnimTree>
<Anim name="anim_coldboot">
<FireEvent event="anim:anim_coldboot2" />
</Anim>
<Anim name="anim_coldboot2">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:scelogo" time="0" accelMode="0x0" colorScaleA="0" />
<FireEvent event="event:native:/anim_coldboot_BootBG2" />
<Delay time="4000" />
<FireEvent event="event:native:/anim_coldboot_NormalBG2" />
<Delay time="1500" />
<FireEvent event="event:native:/anim_coldboot_ShowGUI" />
<Unlock unknownInt0="0xffffffff" />
<Delay time="4500" />
<FireEvent event="event:native:/anim_coldboot_Finished" />
</Anim>
</AnimTree>
<AnimTree>
<Anim name="anim_coldboot">
<!-- do something here -->
<!-- do something here -->
<!-- do something here -->
<FireEvent event="anim:anim_coldboot" />
</Anim>
</AnimTree>
LIke this:
Code:<AnimTree> <Anim name="anim_coldboot"> <FireEvent event="anim:anim_coldboot2" /> </Anim> <Anim name="anim_coldboot2"> <Lock unknownInt0="0xffffffff" /> <Fade object="object:scelogo" time="0" accelMode="0x0" colorScaleA="0" /> <FireEvent event="event:native:/anim_coldboot_BootBG2" /> <Delay time="4000" /> <FireEvent event="event:native:/anim_coldboot_NormalBG2" /> <Delay time="1500" /> <FireEvent event="event:native:/anim_coldboot_ShowGUI" /> <Unlock unknownInt0="0xffffffff" /> <Delay time="4500" /> <FireEvent event="event:native:/anim_coldboot_Finished" /> </Anim> </AnimTree>
i have done this but rcomage show error i put it back to object it works but no infinite animation :/
In this example could happen 2 things:
1) If the firmware tryes to load "anim_coldboot" is going to find the <FireEvent> that loads "anim_coldboot2"
2) If the firmware tryes to load "anim_coldboot2" then is loaded normally
So one way or the other... in this example the firmware is going to load always "anim_coldboot2"
--------------
To create a infinite loop you need to so something similar
Code:<AnimTree> <Anim name="anim_coldboot"> <!-- do something here --> <!-- do something here --> <!-- do something here --> <FireEvent event="anim:anim_coldboot" /> </Anim> </AnimTree>
In the last line is loading itself![]()
You can play it with the trick i mentioned though, i was thinking in this yesterday but not sure if could be handyThe <Anim name="anim_coldboot"> is not used afaik. I have it deleted in my gameboot as coldboot mod.
<AnimTree>
<Anim name="anim_coldboot2">
<FireEvent event="anim:anim_coldboot" />
</Anim>
</AnimTree>
<AnimTree>
<Anim name="anim_coldboot2">
<FireEvent event="anim:anim_otherboot" />
</Anim>
</AnimTree>
The only requirement for this to work is to use the correct syntaxis, there are no more restrictions, take a look at this example of an infinite loop used in official PSP firmware 1.00 (for PS3 is exactly the same)i have done this but rcomage show error i put it back to object it works but no infinite animation :/
@pinky @sandungas @LuanTeles how can i make infinite loop animation i try to call the same animation in itself with FireEvent but no luck !
The only requirement for this to work is to use the correct syntaxis, there are no more restrictions, take a look at this example of an infinite loop used in official PSP firmware 1.00 (for PS3 is exactly the same)
https://www.psdevwiki.com/ps3/RCOXML_ofw_animations#system_plugin_fg.rco_firmware_1.00
As you can see the line that creates the loop by doing a "jump" to a different animation (or the same animation) is always located at the end of the animation, and the syntax is just like this:
<FireEvent event="anim:anim_battery_charging" />
keep in mind in this example we are triggering an animation from inside a animation ! (located under <AnimTree>)
But... if what you are trying to do is to trigger an animation from inside an object (located under <ObjectTree>) the syntax is different, is something like this (im writing it from memory, i hope to dont make any typo), lets say the object is named "ObjectName", and the attribute we are talking about is named "ObjectNameOnCursorLeft".. so you should do something like this:
<ObjectName ObjectNameOnCursorLeft="anim2:animation_name" />
In short, there are 2 different ways:
If you are triggering an animation from inside <AnimTree> you need to use the name anim
If you are triggering an animation from inside <ObjectTree> you need to use the name anim2
Edit:
Sorry, forget about what i said, im not sure if RCOmage allows to use anim2 in objects, so wait for a better explain from @LuanTeles because he is doing it in his pro mod (but right now i dont know how he does it)
hello , how can make the PS4 buttons animation do infinite animation !!
Yes i was tryin to make that animation infinite till hit O buttonYou mean the ps4 loading style one?
Is kinda complicated, i didnt archieve that, because of the time attributes
all of them need to be calculated very precisely, and i'm a complete disaster in that part,
it's still a miracle that it actualy worked good XP
but basically you need to put the last animation to load the first one, and undo the target action,
Like the first to appear is the square button, so you need to make a anim to make it undo the alpha=0 and resize attribute to the normal as the first of them.
U need to do it for the first icon of them, it is easy.
But i still didnt understand how the time and delays works
because it is not respecting my delays, it is just loading the time
Like the resize will have time=500
the next anim time= 600 will be the next to load, doesnt respecting the delay i set between then, it is the only case that it didnt work.
but for the other buttons even having the same time, it loads in the right order
so as i said i just throw random values away and tested every single change in the system.
The curious thing is that the PS4 Loading Style Animation is the only one that i couldn't control the delays .
The closest i got is a mismatched loop in the first two icons, it completely loose sync with the others. Actually i didnt try that much, because i'm done with it. it was the one that i loose more time, so i was fed up
