PS3 [Research] Modifying the Gaia Visualization (custom_render_plugin/earth.qrc)

Discussion in 'XMB Modifications' started by DeViL303, Jan 9, 2020.

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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    I agree.

    And we should start using something like this as our map where each face AND tile is tagged with the same name as the jpg and path:

    upload_2020-1-24_11-26-20.png
     
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    sandungas

    sandungas Moderator Developer

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    Thats the same i was trying to do in my reference image, is just i reduced the identifyers to the minimal (only 3 digits), and im rotating it 180º to have the poles well oriented, compare with yours, is the same :)
    [​IMG]

    That small numbers i added at the borders was just the initial idea... i was considering using the long filenames, something like what you are suggesting now
    Also, at some point im going to add them on top of the images in big (but with some differences than what you are doing, i want to rotate the ones of the poles to preserve his orientation)
     
    Last edited: Jan 24, 2020
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    DeViL303

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    Yeah, not sure why the ps3 uses the cubemap the otherway around compared to all others.

    Also the coordinates of each square are the wrong way around compared to other versions I have seen. (column_row vs row_column)

    upload_2020-1-24_12-30-16.png


    See this video at 1.20sec
     
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    sandungas

    sandungas Moderator Developer

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    Yeah, that filenames are a bit weird, if we think in them as coordinates in X and Y doesnt matches very well

    The files are named like this:
    earth/flashrom/ground_cm/5/1/000_000.jpg
    earth/flashrom/ground_cm/5/1/000_001.jpg
    earth/flashrom/ground_cm/5/1/001_000.jpg
    earth/flashrom/ground_cm/5/1/001_001.jpg

    In my reference image im just using the 3 digits i marked in bold... lets say this is "group 5" and the files are 00, 01, 10, 11
    So im naming them 500, 501, 510, 511

    -----------
    While thinking in this i tryed to figure why are named that way, usually in textures you only have 2 coordinates named "U" and "V"
    But the filename have 3 digits (like 000_000.jpg)... so i was thinking maybe that means XYZ_XYZ.jpg
    Or better said... UxUyUz_VxVyVz.jpg
    If thats true... the value from the PS3 filename (located always in the third position) is the z

    So... following the names i suggested before (where i only keep track of 3 digits) it would be something like this:
    G5Uz0Vz0, G5Uz0Vz1, G5Uz1Vz0, G5Uz1Vz1

    Anyway, trying to figure what means that numbers of the filenames is very tricky, i cant imagine the visual representation of that in my mind, lol
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    I am fairly sure this is what they mean or do you not think so? Row then column.

    [​IMG]


    I think the first 00 is not important as its the same on all. So ignore the first 00 and just see them as:
    • 0_0
    • 0_1
    • 1_0
    • 1_1
     
    Last edited: Jan 24, 2020
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    sandungas

    sandungas Moderator Developer

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    Yes, but with the texture rotated 180º

    Think in how are ordered the groups... the equator cube faces in my image (from left tor ight) follows this order: 0, 1, 2, 3, and then the poles 4, and 5
    I think this is the order they was using while working with the images, i think they had freedom to use a different numbering scheme for the groups but they did choose this (opposite to the rotated image)
     
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    sandungas

    sandungas Moderator Developer

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    Think in it this way... with the method you are suggesting, when you increase 1 unit in X axis you are translating yourself to the right, but when you increase an unit in the group number you translate yourself to the left
    And in the way im doing it is the opposite

    One way or the other... are 2 different coordinates systems mixed together, and is a pita, doesnt seems to be a "correct" solution to the puzzle, both are valid, and i think in case of choosing one of them is better to have the images of the pole faces in his correct position (north at top, south at bottom)

    In most of your images you are not adding an image to have a reference of which pole is north of south so doesnt looks like a problem, but i think it caused small problems to you before (in one of your mods you had some planet mapped upside down if i remember right?)
     
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    DeViL303

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    For me when I am making the textures, its MUCH more intuitive to have the cross like this and just work with an upside down image, I guess other people might find it different, but for me its easier this way. I find it much easier to place a upside down image on a right way up globe, then to have a right way up image but try to imagine where the images go on an upside down globe. Hard to explain but I would not be able to use your version really. too confusing. Please try inject some patterns yourself and see.

    [​IMG]

    I did read somewhere about the earth images being upside down and being flipped to match maps we know.
     
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    sandungas

    sandungas Moderator Developer

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    But is much easyer to work with the images with his correct orientation, then flip them automatically with the .bat i posted the other day

    And for the reference image i was doing it was a lot easyer to extract all files, them flip them with the .bat ... and simply forget about the fact that the .qrc stores them rotated

    Thats the biggest advantage of what i suggesting, there are only 2 points of the workflow where you need to remember that the images needs to be rotated 180º... either inmediatly after extraction... and inmediatly before injection

    Actually, if you automatize that 2 actions with a tool you can forget about this problems of the rotations forever
     
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    DeViL303

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    idk, for me its much easier flip the single image before you start cutting it. All image editing should be done before then.

    Try inject some 24 part textures and I think you will agree.
     
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    sandungas

    sandungas Moderator Developer

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    Whats the diference ?, if you do the rotation with the .bat (or any other automated tool) it doesnt matters if the number of rotated images is just 1 or 1000
     
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    DeViL303

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    IDK, I just think all image preparation should be done first, and why flip 24 images when its exactly the same to flip one. Also the grid references make sense and it matches every other cubemap i have seen so far.

    Try apply some planet textures with 24 parts and see what you think. I will test your qrcs if you want.
     
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    sandungas

    sandungas Moderator Developer

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    The .bat solved that problem, now it doesnt matters how many needs to be flipped

    Even considering that theory is correct... are we going to live with something that looks like a problem (working with the images rotated 180) just to respect that coordinate system ?, i think is not worthy
    Also, im not so sure if that numbers means what you said, please consider what i mentioned about the UV coordinates, and the fact the filenames uses 3 digits + 3 digits (insted of only 2 digits that would be enought for what you are suggesting)
    There is some reason why the filenames uses names like 000_000 ... instead of 0_0, 00_00, or 0000_0000
    For the matter of rotations i dont see any problem, the image from google is going to have the north pole at north...i convert it like that, then i split it... and i open the splitted parts in photoshop to paint on top of them (for that i really need north pole at top)
    And when im done with the edition i rotate all the images with the .bat in a single click

    As you can see (unless i made a mistake in this procedure) i dont need to worry or remember that the images needs rotation at any point
    The only point where needs to be rotated is when the tool rebuilds the .qrc with them

    The same happens with the icons inside icontex.qrc btw... the first thing you need to do when you extract them is to rotate them... and the last thing (after editing your custom ones) is to rotate them
     
    Last edited: Jan 24, 2020
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    Try inject some manually, do some planets for us.

    With your way I find the injection order more confusing.


    Your way:

    upload_2020-1-24_13-44-12.png

    The way I am used to:

    upload_2020-1-24_13-45-20.png


    If there is a tool doing all the work then I do not care. But if i have to do it manually I can not change now :)
     
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    sandungas

    sandungas Moderator Developer

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    If you convert all the text from your reference image into textures you are going to have all the texts inverted :rolleyes: (except the poles that are going to have an undefined orientation)
    This problem cant be seen in your reference image because you are not displaying the earth images, but is not intuitive

    I have a plan to solve this... but as i mentioned before i need to prepare the image to show you the idea, so lets delay this discussion until i can show you an image of it
     
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    DeViL303

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    Sure for me I dont mind. If the tool works it works, whatever labels it uses is fine for me.

    I think if you had been skinning it would see why I have a different method.

    For me your image is not intuitive really. The info I need is really small. And having maps of earth on there is of no use to me.

    [​IMG]

    Injection order is most important and is not on there for example.

    So from your image, I would need to figure out where to inject "000" which is not actually the name of any image or matching with anything anywhere except your map.
     
    Last edited: Jan 24, 2020
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    sandungas

    sandungas Moderator Developer

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    Well, the orientation is very important, what i was thinking in doing is something like this, i was delaying this just because im not sure which names to use... initially i took the minimal approach (3 digits each), but in this version i added a dash "/" to represent are under the same group/folder
    Not sure if adding that dash has been a good idea, i can remove it like what i had in previous versions (the small numbers that appears at the borders), or i can replace it by a "_" or a "-"... whatever
    Also, i need to change his colors a bit

    The point is if you convert all this images into textures everything is going to be "readable" when you play the animation in the PS3
    [​IMG]
     
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    DeViL303

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    I dont see the orientation as so important, injection order is more important, for me rotating an image is 1 click. I just work under the assumption that before splitting the image it needs flipping over.

    Also for me "511" means nothing really and refers to nothing else except your map.

    Like I say, do 5 planets with 24 unique textures, and see what you think then. I will test the qrcs.
     
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    I think for now we’ll focus on making something like this and if it someday needs a noob friendly version it’ll be easier to remove functions than to add them. For now I don’t see many people using this that don’t know what they are doing.

    I got extraction working yesterday would have been more farther but silly me had an i++ in the wrong place causing a major headache lol

    Good news is so far everything I’m working on is going good and we’re making progress.
     
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    DeViL303

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    @Berion You should do your avatar :)

    All you need to do is make a flat texture at 8192x4096 and then put it into the cubemap generator, no need to worry about the distortion really., well, it depends on the exact design.
     
    Last edited: Jan 24, 2020

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