PS3 Need help with this animated theme

@pinky @sandungas Thank both of you!
I'll attach the decompressed theme and anim_1 here if someone else is interested to see what it looks like. It might be a combination of me being lazy and/or stupid but I don't see why replacing the .dds images and reverse the process would not work.
It should work, but there is a mayor problem, the .edge and .skel files cant be used to create a .RAF
When you create this kind of RAF is needed to include a .dae file... and the RAF compiler is going to convert the dae ---> to ---> skel/edge

So... we have the resulting skel/edge files of that conversion... but we cant revert them to the original dae format

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Inside all the RAF files there is also some info (that can be extracted as XML) where we can see the settings for the animated scene, im going to paste it externally because is big
https://pastebin.com/vRYQsCps

In it you can see how the .skel and .edge files composes the <model> (located under <model-table>). This model is technically a 3D object ;) (generated in 3Dmax, blender ect... and exported as "collada" dae format)

Also... you are supposed to convert all this XML code to the format required by the RAF compiler (that is different than what i uploaded to pastebin). this has been generated with the "CXML decompiler" made by flatz
 
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It should work, but there is a mayor problem, the .edge and .skel files cant be used to create a .RAF
When you create this kind of RAF is needed to include a .dae file... and the RAF compioler coverts the dae ---> to ---> skel/edge

So... we have the resulting skel/edge files of that conversion... but we cant revert them to the original dae format

-----------------------
Inside all the RAF files there is also some info (that can be extracted as XML) where we can see the settings for the animated scene, im going to paste it externally because is big
https://pastebin.com/vRYQsCps

In it you can see how the .skel and .edge files composes the <model> (located under <model-table>). This model is technically a 3D object ;) (generated in 3Dmax, blender ect... and exported as "collada" dae format)

Also... you are supposed to convert all this XML code to the format required by the RAF compiler (that is different than what i uploaded to pastebin). this has been generated with the "CXML decompiler" made by flatz
OMG, thanks for stopping before going to deep!
Well, it's obvious that we're missing some tools (that the original creator of theme had access to) !I'll update if I get a hold of him regarding the process.
 
not necessarily. the tools are available in theme creators. I doubt even the creator knows how to edit his theme without using what he used originally but rather a compiled version of it. the theme isn't very sophisticated, a lot less so than I thought. I thought all the parts moved like the actual ps2 boot.
 
not necessarily. the tools are available in theme creators. I doubt even the creator knows how to edit his theme without using what he used originally but rather a compiled version of it. the theme isn't very sophisticated, a lot less so than I thought. I thought all the parts moved like the actual ps2 boot.
Yeah, it's basically just a series of images, not constructed grammatically. I made my images a little higher res than the original: 800 x 456 (based on some limitations I read somewhere).

I'm now investigation what the proper way of going from png to gim would be, tried some stuff with the gimconv to find out what properties the original gim's have but it only returns: ERROR wrong format.
 
Dont get scared, the polygonal object (skel/edge) probably is just a surface defined by 4 vertex, and that vertex are located in the corners of the screen... is like if we have a surface covering all the screen
And then we "map" textures in the polygonal object, the javascript code of this theme seems to do it with a infinite "for" loop (so is way smaller than i though, when i saw it i felt like facepalming myself for not reaizing about it before, lol)

But RAF format allows to do a lot more things, actually, that PS2 animation can be made completly in real 3D instead of the trick used in this theme displaying lot of static frames to generate a "fake" video :D
By doing it in real 3D it would be a lot more smaller in file size, a lot more efficient, and would be displayed at great quality for 1080p resolution... but as you can imagine this requires lot of work, lot of tools, lot of fileformats, etc...
 
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OMG, thanks for stopping before going to deep!
Well, it's obvious that we're missing some tools (that the original creator of theme had access to) !I'll update if I get a hold of him regarding the process.
Take a look at this xml template (only orientative) https://www.psdevwiki.com/ps3/Raf#RAF_Scene_.28.XML.29

To create a RAF file with the RAF compiler you need to prepare an "scene" XML file following that format... the way how is ordered the info in it is not exactly like the XML file generated by the "CXML decompiler" (what i posted in pastebin), but i can tell you all the required info can be taken from the XML generated by the "CXML decompiler" (and incase there is something missing is posible to deduce it)
So... is again like translating from 2 languages, but this conversion is not specially tricky

In it you can see the formats of the original files (before the RAF compiler made any change in them)
-The model is a DAE (and the RAF compiler is going to convert it to SKEL/EDGE)
-The textures are DDS or JPG (and the RAF compiler is going to convert them to GTF)
-The script is JS, in human readable format (and the RAF compiler is going to convert it to JSX)
-All the other stuff (lights, camera, materials), are just "settings" (not files) defined directly in the scene XML

For the javascript conversions we have rcomage (and we are lucky because at a first inspection it seems the .js generated is not broken)
The image conversions is no problemo, there are dds2gtf.exe and gtf2dds.exe tools (usually included in other tools)

The biggest problem is the DAE, i dont know any way to convert SKEL/EDGE back to the original DAE format :crybaby:
 
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Hi guys.
So I read @pinky 's guide about making an animated theme, I just never ever got it to show up properly when installing my attempt of a theme.

Anyway, my end goal was to make a higher resolution version of this PS2 theme:


I manage to find a higher res video and extract 70 images with a resolution of 800x456 from it, then create an anim_1.jpg from the images attached (both .dds and .jpg archive). I just never got it to work.

Is there anyone with experience that could make these work or find why they don't?
I really appreciate your help!


I thought the limit was 87 frames for the resolution 640x480 pixels?
 

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