Editing Rich Appearance Format (RAF)

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=RAF contents=
=RAF contents=
It must comply with these max restrictions :
 
It must comply with these restrictions :
  -Textures size max: 15 mb ( 15728640 Bytes ) ( on [[RSX]] local memory at run time )
  -Textures size max: 15 mb ( 15728640 Bytes ) ( on [[RSX]] local memory at run time )
  -Geometry & script size max: 1 mb ( 1048576 Bytes ) ( on main memory at run time )
  -Geometry & script size max: 1 mb ( 1048576 Bytes ) ( on main memory at run time )  
  -Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer )
  -Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer )  
   
  -Actor number max: 128
  -Cameras: 1 (perspective or orthographic)
  -Cameras: 1
  -Lights: 2 (ambient and/or point)
  -Lights: 2 (ambient + point)
  -Scripts: 1
  -Scripts: 1
  -Models: 64 (with 8 animations each model)
  -Actors: 128
  -Models: 64 per actor ?
  -Animations: 8 per model
  -Materials: 1 per actor ?
  -Textures: 4 per material ?


==RAF Scene (.XML)==
==RAF Scene (.XML)==
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The camera and lights are a bit special, there are different 2 ways to integrate them in the scene because are not visible (is imposible to see the camera because you are looking at the scene from inside of the camera) and lights are just light rays (the emitter is not visible, only the rays)... For this reason camera and lights can be completly defined in the scene.xml (so no need to create 3D object for them)... but they also admits to be defined as 3D objects (for this method is needed to create 3D objects for them, this allows for more complex lights animations or cinematic effects like camera travellings)
The camera and lights are a bit special, there are different 2 ways to integrate them in the scene because are not visible (is imposible to see the camera because you are looking at the scene from inside of the camera) and lights are just light rays (the emitter is not visible, only the rays)... For this reason camera and lights can be completly defined in the scene.xml (so no need to create 3D object for them)... but they also admits to be defined as 3D objects (for this method is needed to create 3D objects for them, this allows for more complex lights animations or cinematic effects like camera travellings)


{{Boxcode|code=<syntaxhighlight lang="xml">
{{Boxcode|content=<syntaxhighlight lang="xml">
<?xml version='1.0' encoding="UTF-8"?>
<?xml version='1.0' encoding="UTF-8"?>


<raf angle_unit="radian/degree">
<raf angle_unit="radian/degree">
 
<!-- model -->
<model id="model" file="model.dae" vertex_color="disable/enable" >
<model id="model" file="model.dae" vertex_color="disable/enable" >
<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" />
<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" />
</model>
</model>


<!-- material -->
<material id="material" effect="pure_texture/pure_texture_alpha_0_depth_1/pure_texture_alpha_1_depth_0/pure_texture_alpha_0_depth_0/basic_lighting/basic_lighting_alpha_0/basic_lighting_edge_lit/basic_lighting_edge_lit_alpha_0/basic_lighting_alpha_add" >
<material id="material" effect="pure_texture/pure_texture_alpha_0_depth_1/pure_texture_alpha_1_depth_0/pure_texture_alpha_0_depth_0/basic_lighting/basic_lighting_alpha_0/basic_lighting_edge_lit/basic_lighting_edge_lit_alpha_0/basic_lighting_alpha_add" >
<texture file="texture.jpg/texture.dds" type="color_map/normal_map/specular_map/tangent_normal_map" />
<texture file="texture.jpg/texture.dds" type="color_map/normal_map/specular_map/tangent_normal_map" />
</material>
</material>


<!-- actor -->
<actor id="actor" model="model" material="material" position="x,y,z" rotation="x,y,z" scale="x,y,z" color="r,g,b,a" uv_scale="u,v" uv_offset="u,v" anim_weight="anim0, anim1, anim2, anim3" anim_speed="anim0, anim1, anim2, anim3" anim_time="anim0, anim1, anim2, anim3" />
<actor id="actor" model="model" material="material" position="x,y,z" rotation="x,y,z" scale="x,y,z" color="r,g,b,a" uv_scale="u,v" uv_offset="u,v" anim_weight="anim0, anim1, anim2, anim3" anim_speed="anim0, anim1, anim2, anim3" anim_time="anim0, anim1, anim2, anim3" />


<!-- camera -->
<camera id="camera" file="camera.dae" type="perspective/orthographic" yfov="1" ymag="1" znear="1" zfar="1" position="x,y,z" direction="x,y,z" up="x,y,z" />
<camera id="camera" file="camera.dae" type="perspective/orthographic" yfov="1" ymag="1" znear="1" zfar="1" position="x,y,z" direction="x,y,z" up="x,y,z" />


<!-- light -->
<light id="light" file="light.dae" type="ambient/point" color="r,g,b" position="x,y,z" direction="x,y,z" attenuation="1,1,1" />
<light id="light" file="light.dae" type="ambient/point" color="r,g,b" position="x,y,z" direction="x,y,z" attenuation="1,1,1" />


<!-- script -->
<script file="script.js" />
<script file="script.js" />
</raf>
</raf>
</syntaxhighlight>}}
</syntaxhighlight>}}
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{| class="wikitable"
{| class="wikitable"
|+ <raf>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Root Element: <raf>
|-
! Attribute  
! Description
|-
|-
| angle_unit  ||  Unit of angles in the scene file (radian/degree)
| angle_unit  ||  Unit of angles in the scene file (radian/degree)
|-
|}
|}


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===Model===
===Model===
{| class="wikitable"
{| class="wikitable"
|+ <model>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <model>
|-
! Attribute  
! Description
|-
|-
| id  || String accessed as the model attribute of the <actor> element
| id  || String accessed as the model attribute of the <actor> element
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| vertex_color || Usage (or lack) of color regarding each vertex
| vertex_color || Usage (or lack) of color regarding each vertex
*enable/disable
*enable/disable
|-
|}
|}


====Animation====
====Animation====
{| class="wikitable"
{| class="wikitable"
|+ <animation>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|lightblue|white}} Sub Element: <animation>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
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|-
|-
| sampling_rate || Sampling rate
| sampling_rate || Sampling rate
|-
|}
|}


===Material===
===Material===
{| class="wikitable"
{| class="wikitable"
|+ <material>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <material>
|-
! Attribute  
! Description
|-
|-
| id  || String accessed as the material attribute of the <actor> element
| id  || String accessed as the material attribute of the <actor> element
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* basic_lighting_alpha_add : Derive blending of basic_lighting by addition calculation
* basic_lighting_alpha_add : Derive blending of basic_lighting by addition calculation
* sce01 : internal/reserved ? (used in coldboot.raf compiled with raf tools v1.00)
* sce01 : internal/reserved ? (used in coldboot.raf compiled with raf tools v1.00)
|-
|}
|}


====Texture====
====Texture====
{| class="wikitable"
{| class="wikitable"
|+ <texture>
! colspan="2" {{cellcolors|lightblue|white}} Sub Element: <texture>
! Attribute !! Description
|-
! Attribute  
! Description
|-
|-
| file || Path to the texture file
| file || Path to the texture file
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*specular_map : Specular strength (G)
*specular_map : Specular strength (G)
*tangent_normal_map : Normal in tangent space, valid only for models with TEXTANGENT (RGB)
*tangent_normal_map : Normal in tangent space, valid only for models with TEXTANGENT (RGB)
|-
|}
|}


===Actor===
===Actor===
{| class="wikitable"
{| class="wikitable"
|+ <actor>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <actor>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
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| position || Vector to the initial position (x, y, z)
| position || Vector to the initial position (x, y, z)
|-
|-
| rotation || Vector to the initial rotation angle (x, y, z)
| rotation || Vector to the initial rotation angle (x-axis, y-axis, z-axis)
|-
|-
| scale || Vector to the initial scale (x, y, z)
| scale || Vector to the initial scale (x, y, z)
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|-
|-
| anim_time || Vector to the animation's initial time (anim0, anim1, anim2, anim3)
| anim_time || Vector to the animation's initial time (anim0, anim1, anim2, anim3)
|-{{cellcolors|lightgrey}}
|-
| zsort || String indicating the z sort type (unspecified/back to front/front to back) <!-- mandatory in raf format v1.02... not mandatory/inexistant in raf format v1.00 -->
| zsort || String indicating the z sort type (unspecified/back to front/front to back)
|-
|}
|}
*'''zsort''' was not supported in raf tools v1 (the version used to build [[coldboot.raf]]), it was implemented in later versions of the raf tools, because this reason the "actors" in coldboot.raf doesnt uses zsort, see [[Coldboot.raf#Scene]]


===Camera===
===Camera===
{| class="wikitable"
{| class="wikitable"
|+ <camera>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <camera>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
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|-
|-
| up || Vector to the initial up direction (x, y, z)
| up || Vector to the initial up direction (x, y, z)
|-
|}
|}


===Light===
===Light===
{| class="wikitable"
{| class="wikitable"
|+ <light>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <light>
|-
! Attribute  
! Description
|-
|-
| id || String accessed by scripts
| id || String accessed by scripts
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|-
|-
| attenuation || Vector to the initial attenuation (zero-order, first-order, second-order)
| attenuation || Vector to the initial attenuation (zero-order, first-order, second-order)
|-
|}
|}


===Script===
===Script===
{| class="wikitable"
{| class="wikitable"
|+ <script>
|-
! Attribute !! Description
! colspan="2" {{cellcolors|blue|white}} Element: <script>
|-
! Attribute  
! Description
|-
|-
|-
| file || Path to the script file
| file || Path to the script file
|-
|}
|}


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=Links=
=Links=
*RAF pages in other wiki/s
*RAF pages in other wiki/s
**https://web.archive.org/web/20141027141848/http://dudu.clx.free.fr/wiki/index.php?title=PS3RAF
**http://dudu.clx.free.fr/wiki/index.php?title=PS3RAF
**http://ps3.duduclx.fr/index.php?title=Th%C3%A8mes_dynamiques_PS3
**http://ps3.duduclx.fr/index.php?title=Th%C3%A8mes_dynamiques_PS3
**https://web.archive.org/web/20141119010210/http://dudu.clx.free.fr/wiki/index.php?title=PS3Them
**http://dudu.clx.free.fr/wiki/index.php?title=PS3Them
*Interesting info about Animations/3D support in themes https://web.archive.org/web/20141119010206/http://www.ps3hax.net/showthread.php?t=28426
*Interesting info about Animations/3D support in themes http://www.ps3hax.net/showthread.php?t=28426
*See also: [[Qt Resource Container (QRC)]]
*See also: [[Qt Resource Container (QRC)]]


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