Rich Appearance Format (RAF): Difference between revisions

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[[Category:Software]]
=Description=
=Description=
RAF ('''r'''ich '''a'''ppearance '''f'''ormat) is considered an "image format", is used in themes that contains an animated background (dynamic themes), the animation when PS3 boots (coldboot.raf), the music player animations ? (earth.qrc)... etc ?
RAF ('''R'''ich '''A'''ppearance '''F'''ormat) is a container, used by the animation when PS3 boots (coldboot.raf), and inside dynamic [[PlayStation 3 Theme (P3T)|Themes]] (as the animated scene displayed at the background of the theme)


=RAF tools=
*RAF related firmware modules in '''dev_flashvsh/modules/''':
==Rich Apparence Maker==
**raf.sprx <--- generic animations
http://r.a.m.games-hack.fr/index.php
 
=RAF structure=
See: [[CXML Containers]] page
 
=RAF contents=
It must comply with these max restrictions :
-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 )
-Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer )
-Cameras: 1 (perspective or orthographic)
-Lights: 2 (ambient and/or point)
-Scripts: 1
-Actors: 128
  -Models: 64 per actor ?
  -Animations: 8 per model
  -Materials: 1 per actor ?
  -Textures: 4 per material ?
 
==RAF Scene (.XML)==
A RAF animation consists in an "scene" (think in it like a theatre performance), viewed from a "camera" (think in it as the frame of your TV), is visible because there are "lights" (lights are mandatory otherway the scene will be completly in darkness), and is performed using an "script" file (think in it like the theatre director)
 
The most important element of a scene are the "actors" that are composed by a "model" (for an human the model is his body surface, or parts of his body) and a "material" (for an human the material of his body is flesh, or clothes for some of his body parts)
 
The "model" is associated with an "animation" (otherway it will not move) and the "material" is associated with a "texture" (for an human the texture is his skin, think in the textures as stickers you place over the model surface)
 
So an "actor" is composed by one or several "model" (associated with an "animation"), and a "material" (associated with a "texture")
 
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">
<?xml version='1.0' encoding="UTF-8"?>
 
<raf angle_unit="radian/degree">
 
<model id="model" file="model.dae" vertex_color="disable/enable" >
<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" />
</model>
 
<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" />
</material>
 
<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 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 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 file="script.js" />
 
</raf>
</syntaxhighlight>}}
*Notes
**The maximum length of the string that can be specified to the id attribute of an element is 31 characters
**Time is in seconds
**A vector (in code) is composed by a group of datas, the number or the type of this datas can be different:
***For 3D space "x, y, z" are the values of the axis that defines a point, rotation, scale, a direction etc...
***For colors "r, g, b, a" are red, green, blue channels, and alpha for transparency
***For textures "u, v" represents displacement in the x and y axis when the texture is applyed over a 2D surface
 
{| class="wikitable"
|+ <raf>
! Attribute !! Description
|-
| angle_unit  ||  Unit of angles in the scene file (radian/degree)
|}
 
*Angles values conversions notes goes here ???
 
===Model===
{| class="wikitable"
|+ <model>
! Attribute !! Description
|-
| id  || String accessed as the model attribute of the <actor> element
|-
| file || Path to the model's .dae file exported by the DCC tool
|-
| vertex_color || Usage (or lack) of color regarding each vertex
*enable/disable
|}
 
====Animation====
{| class="wikitable"
|+ <animation>
! Attribute !! Description
|-
| id || String accessed by scripts
|-
| file || Path to the animation's .dae file exported by the DCC tool
|-
| start || Start time
|-
| end || End time
|-
| sampling_rate || Sampling rate
|}


guide http://r.a.m.games-hack.fr/doc/Rich%20Appearance%20Maker%20-%20Quick%20Start%20Guide.pdf
===Material===
{| class="wikitable"
|+ <material>
! Attribute !! Description
|-
| id  || String accessed as the material attribute of the <actor> element
|-
| effect || String specifying the effect. Effects are selected from the preset values in the system software.
* pure_texture : No lighting. Display the texture as is.
* pure_texture_alpha_0_depth_1 : Remove alpha from pure_texture
* pure_texture_alpha_1_depth_0 : Remove depth from pure_texture
* pure_texture_alpha_0_depth_0 : Remove alpha and depth from pure_texture
* basic_lighting : Basic lighting
* basic_lighting_alpha_0 : Remove alpha from basic_lighting
* basic_lighting_edge_lit : Throw light on object's edges in addition to basic_lighting
* basic_lighting_edge_lit_alpha_0 : Remove alpha from basic_lighting_edge_lit
* 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)
|}


R.A.M on ps3 news
====Texture====
http://www.ps3news.com/ps3-hacks-jailbreak/video-ps3-rich-appearance-maker-r-a-m-beta-is-now-open/
{| class="wikitable"
|+ <texture>
! Attribute !! Description
|-
| file || Path to the texture file
|-
| type || String specifying the texture map method. This is selected from the preset values in the system software:
*color_map : Color (RGBA)
*normal_map : Normal in object space (RGB)
*specular_map : Specular strength (G)
*tangent_normal_map : Normal in tangent space, valid only for models with TEXTANGENT (RGB)
|}


R.A.M on PSX Scene
===Actor===
http://psx-scene.com/forums/content/rich-appearance-maker-r-m-free-beta-now-open-dynamic-theme-maker-2161/
{| class="wikitable"
|+ <actor>
! Attribute !! Description
|-
| id || String accessed by scripts
|-
| model || String that accesses the id attribute of the <model> element
|-
| material || String that accesses the id attribute of the <material> element
|-
| position || Vector to the initial position (x, y, z)
|-
| rotation || Vector to the initial rotation angle (x, y, z)
|-
| scale || Vector to the initial scale (x, y, z)
|-
| color || Vector to the initial color (r, g, b, a)
|-
| uv_scale || Vector to the texture coordinates' initial scale (u, v)
|-
| uv_offset || Vector to the texture coordinates' initial offset (u, v)
|-
| anim_weight || Vector to the animation's initial blend weights (anim0, anim1, anim2, anim3)
|-
| anim_speed || Vector to the animation's initial speed (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 -->
|}


=Other tools=
*'''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]]
Imageviewer with lots of supported formats [[http://www.irfanview.com/ Irfanview]] (there is a plugin for .DDS)


=RAF contents=
===Camera===
{| class="wikitable"
|+ <camera>
! Attribute !! Description
|-
| id || String accessed by scripts
|-{{cellcolors|lightgrey}}
| file || Path to the camera's .dae file exported by the DCC tool (if .dae is used)
|-
| type || String indicating the camera type (perspective/orthographic)
|-
| yfov || Scalar indicating the field-of-view in the vertical direction (perspective only)
|-
| ymag || Scalar indicating the magnification in the vertical direction (orthographic only)
|-
| znear || Scalar indicating the near clip plane
|-
| zfar || Scalar indicating the far clip plane
|-
| position || Vector to the initial position (x, y, z)
|-
| direction || Vector to the initial direction (x, y, z)
|-
| up || Vector to the initial up direction (x, y, z)
|}


It must comply with these restrictions :
===Light===
-Textures size max: 15 mb
{| class="wikitable"
-Geometry & script size max: 1mb
|+ <light>
-Actor size max: 1.20mb
! Attribute !! Description
-Actor number max: 128
|-
-Cameras: 1
| id || String accessed by scripts
-Lights: 2 (ambient + point)
|-{{cellcolors|lightgrey}}
-Scripts: 1
| file || Path to the light's .dae file exported by the DCC tool (if .dae is used)
-Models: 64 (with 8 animations each model)
|-
| type || String indicating the light type (ambient/point)
|-
| color || Vector to the initial color (r, g, b)
|-
| position || Vector to the initial position (x, y, z)
|-
| direction || Vector to the initial direction (x, y, z)
|-
| attenuation || Vector to the initial attenuation (zero-order, first-order, second-order)
|}


==RAF Scene (.XML)==
===Script===
{| class="wikitable"
|+ <script>
! Attribute !! Description
|-
| file || Path to the script file
|}


==Models (.DAE)==
==Lights, Camera, Models, Animations (.DAE)==
DAE ('''d'''igital '''a'''sset '''e'''xchange) is an XML file that contains COLLADA content. COLLADA is an open standard created by sony for interactive 3D applications. Is used to export and import files from 3-D authoring applications (Maya, SoftImage, and 3ds max) in .dae format https://collada.org/
Dae files are geometric 3D objects, generated by collada plugin from one of the collada supported 3D tools (blender, maya, 3dmax, etc...)


There is a collada plugin for [[http://www.blender.org/ Blender]] (link is at bottom of page). Both blender and the collada plugin are free and open source projects
The raf scene.xml takes .dae files as inputs, this files are converted to .edge and .skel (both seems raw geometric vertex info) and .anim (probably containing raw geometric vertex info + time keyframes)


Models can be geometric 3D objects, or 3D light points
Dae files are xml based, and contains references to the libraries that were used by the 3D tool that build the object, this info is a collada standard and most of it is ignored when converted to .skel and .edge... in other words, most of the .dae info is lost when the .dae file is stored inside the .raf file (though is supposed to have some relationship with the graphic libraries availables in ps3 firmware)
*Typical objects and names used:
**bg.dae
**ambient_light.dae
**point_light.dae


Models files contains references to the libraries that were used by the 3D app that build the object
*Typical entries found in models (3d objects)
*Typical entries found in models (3d objects)
**<asset>
**<asset>
Line 61: Line 250:
**<scene>
**<scene>


==Textures (.DDS)==
==Textures (.JPG .DDS)==
See [[Multimedia_Formats_and_Tools|Multimedia Formats and Tools page]]
 
Before compiling, only .DDS and .JPG are supported.
 
After compiling, .DDS files are converted to .GTF. And .JPG files are stored as .JPG without conversion
 
GTF ('''G'''raphics '''T'''exture '''F'''ormat) is a container for storing one or multiple textures, the stored textures uses the same layout than if there was stored in PS3 RAM, this way is posible to make a direct copy of the textures to ram without any conversion to make them available for [[RSX]] as soon as possible


==Script (.JS)==
==Script (.JS)==
.js (playstation javascript derivate, also known as PSJS)
The raf scene.xml takes as input an script with file extension .js written in [[PlayStation_JavaScript|PlayStation JavaScript]] language


script.js
This script is converted into an intermediate .jsx file in [[VSMX|VSMX]] format, and then stored inside the .raf file.
 
*Some examples of PS3 theme using PSJS:
**http://www.studio-output.com/case_study/the-studio/
 
=RAF tools=
==Rich Apparence Maker==
http://r.a.m.games-hack.fr/index.php
 
guide http://r.a.m.games-hack.fr/doc/Rich%20Appearance%20Maker%20-%20Quick%20Start%20Guide.pdf
 
R.A.M on PS3 News: http://www.ps3news.com/ps3-hacks-jailbreak/video-ps3-rich-appearance-maker-r-a-m-beta-is-now-open/
 
R.A.M on PSX Scene: http://psx-scene.com/forums/content/rich-appearance-maker-r-m-free-beta-now-open-dynamic-theme-maker-2161/
 
==PS3 Color Logo Creator V2.511==
PCLC Source: http://tizzyt-archive.blogspot.co.uk/2012/04/playstation-color-logo-creator-v2511.html
 
PCLC on PS3 News: http://www.ps3news.com/ps3-hacks-jailbreak/ps3-color-logo-creator-v2-50-v2-51-updates-now-available/
 
PCLC V2.511 Download: http://www.mediafire.com/download/zbb3e07wdx22jub


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


*DDS tools
**GIMP plug-in (not mandatory to use DDS for Slide Show Pro if picture compiled directly to RAF) http://code.google.com/p/gimp-dds/
**NVIDIA DDS Plug-in for Adobe Photoshop https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
**NVIDIA DDS Plug-in for 3ds Max https://developer.nvidia.com/content/3ds-max-dds-plugin-1008271100
**NVIDIA DDS Thumbnail Viewer for windows explorer https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_viewer.exe
**NVIDIA Legacy Texture Tools (includes a command line converter) https://developer.nvidia.com/legacy-texture-tools and https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_Utilities_8.31.1127.1645.exe
*DAE tools
**COLLADA plugin for Blender http://colladablender.illusoft.com/ http://sourceforge.net/projects/colladablender/


*Interesting info about Animations/3D support in themes http://www.ps3hax.net/showthread.php?t=28426


*See also: [[QGL_modding#QGL |QGL page]]
{{File Formats}}<noinclude>[[Category:Main]]</noinclude>

Latest revision as of 05:47, 22 September 2021

Description[edit | edit source]

RAF (Rich Appearance Format) is a container, used by the animation when PS3 boots (coldboot.raf), and inside dynamic Themes (as the animated scene displayed at the background of the theme)

  • RAF related firmware modules in dev_flashvsh/modules/:
    • raf.sprx <--- generic animations

RAF structure[edit | edit source]

See: CXML Containers page

RAF contents[edit | edit source]

It must comply with these max restrictions :

-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 )
-Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer )

-Cameras: 1 (perspective or orthographic)
-Lights: 2 (ambient and/or point)
-Scripts: 1

-Actors: 128
 -Models: 64 per actor ?
  -Animations: 8 per model
 -Materials: 1 per actor ?
  -Textures: 4 per material ?

RAF Scene (.XML)[edit | edit source]

A RAF animation consists in an "scene" (think in it like a theatre performance), viewed from a "camera" (think in it as the frame of your TV), is visible because there are "lights" (lights are mandatory otherway the scene will be completly in darkness), and is performed using an "script" file (think in it like the theatre director)

The most important element of a scene are the "actors" that are composed by a "model" (for an human the model is his body surface, or parts of his body) and a "material" (for an human the material of his body is flesh, or clothes for some of his body parts)

The "model" is associated with an "animation" (otherway it will not move) and the "material" is associated with a "texture" (for an human the texture is his skin, think in the textures as stickers you place over the model surface)

So an "actor" is composed by one or several "model" (associated with an "animation"), and a "material" (associated with a "texture")

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)

<?xml version='1.0' encoding="UTF-8"?>

<raf angle_unit="radian/degree">

	<model id="model" file="model.dae" vertex_color="disable/enable" >
		<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" />
	</model>

	<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" />
	</material>

	<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 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 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 file="script.js" />

</raf>
  • Notes
    • The maximum length of the string that can be specified to the id attribute of an element is 31 characters
    • Time is in seconds
    • A vector (in code) is composed by a group of datas, the number or the type of this datas can be different:
      • For 3D space "x, y, z" are the values of the axis that defines a point, rotation, scale, a direction etc...
      • For colors "r, g, b, a" are red, green, blue channels, and alpha for transparency
      • For textures "u, v" represents displacement in the x and y axis when the texture is applyed over a 2D surface
<raf>
Attribute Description
angle_unit Unit of angles in the scene file (radian/degree)
  • Angles values conversions notes goes here ???

Model[edit | edit source]

<model>
Attribute Description
id String accessed as the model attribute of the <actor> element
file Path to the model's .dae file exported by the DCC tool
vertex_color Usage (or lack) of color regarding each vertex
  • enable/disable

Animation[edit | edit source]

<animation>
Attribute Description
id String accessed by scripts
file Path to the animation's .dae file exported by the DCC tool
start Start time
end End time
sampling_rate Sampling rate

Material[edit | edit source]

<material>
Attribute Description
id String accessed as the material attribute of the <actor> element
effect String specifying the effect. Effects are selected from the preset values in the system software.
  • pure_texture : No lighting. Display the texture as is.
  • pure_texture_alpha_0_depth_1 : Remove alpha from pure_texture
  • pure_texture_alpha_1_depth_0 : Remove depth from pure_texture
  • pure_texture_alpha_0_depth_0 : Remove alpha and depth from pure_texture
  • basic_lighting : Basic lighting
  • basic_lighting_alpha_0 : Remove alpha from basic_lighting
  • basic_lighting_edge_lit : Throw light on object's edges in addition to basic_lighting
  • basic_lighting_edge_lit_alpha_0 : Remove alpha from basic_lighting_edge_lit
  • 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)

Texture[edit | edit source]

<texture>
Attribute Description
file Path to the texture file
type String specifying the texture map method. This is selected from the preset values in the system software:
  • color_map : Color (RGBA)
  • normal_map : Normal in object space (RGB)
  • specular_map : Specular strength (G)
  • tangent_normal_map : Normal in tangent space, valid only for models with TEXTANGENT (RGB)

Actor[edit | edit source]

<actor>
Attribute Description
id String accessed by scripts
model String that accesses the id attribute of the <model> element
material String that accesses the id attribute of the <material> element
position Vector to the initial position (x, y, z)
rotation Vector to the initial rotation angle (x, y, z)
scale Vector to the initial scale (x, y, z)
color Vector to the initial color (r, g, b, a)
uv_scale Vector to the texture coordinates' initial scale (u, v)
uv_offset Vector to the texture coordinates' initial offset (u, v)
anim_weight Vector to the animation's initial blend weights (anim0, anim1, anim2, anim3)
anim_speed Vector to the animation's initial speed (anim0, anim1, anim2, anim3)
anim_time Vector to the animation's initial time (anim0, anim1, anim2, anim3)
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[edit | edit source]

<camera>
Attribute Description
id String accessed by scripts
file Path to the camera's .dae file exported by the DCC tool (if .dae is used)
type String indicating the camera type (perspective/orthographic)
yfov Scalar indicating the field-of-view in the vertical direction (perspective only)
ymag Scalar indicating the magnification in the vertical direction (orthographic only)
znear Scalar indicating the near clip plane
zfar Scalar indicating the far clip plane
position Vector to the initial position (x, y, z)
direction Vector to the initial direction (x, y, z)
up Vector to the initial up direction (x, y, z)

Light[edit | edit source]

<light>
Attribute Description
id String accessed by scripts
file Path to the light's .dae file exported by the DCC tool (if .dae is used)
type String indicating the light type (ambient/point)
color Vector to the initial color (r, g, b)
position Vector to the initial position (x, y, z)
direction Vector to the initial direction (x, y, z)
attenuation Vector to the initial attenuation (zero-order, first-order, second-order)

Script[edit | edit source]

<script>
Attribute Description
file Path to the script file

Lights, Camera, Models, Animations (.DAE)[edit | edit source]

Dae files are geometric 3D objects, generated by collada plugin from one of the collada supported 3D tools (blender, maya, 3dmax, etc...)

The raf scene.xml takes .dae files as inputs, this files are converted to .edge and .skel (both seems raw geometric vertex info) and .anim (probably containing raw geometric vertex info + time keyframes)

Dae files are xml based, and contains references to the libraries that were used by the 3D tool that build the object, this info is a collada standard and most of it is ignored when converted to .skel and .edge... in other words, most of the .dae info is lost when the .dae file is stored inside the .raf file (though is supposed to have some relationship with the graphic libraries availables in ps3 firmware)

  • Typical entries found in models (3d objects)
    • <asset>
    • <library_physics_scenes>
    • <library_images>
    • <library_materials>
    • <library_effects>
    • <library_geometries>
    • <library_visual_scenes>
    • <scene>
  • Typical entries found in models (3d lights)
    • <asset>
    • <library_physics_scenes>
    • <library_lights>
    • <library_visual_scenes>
    • <scene>

Textures (.JPG .DDS)[edit | edit source]

See Multimedia Formats and Tools page

Before compiling, only .DDS and .JPG are supported.

After compiling, .DDS files are converted to .GTF. And .JPG files are stored as .JPG without conversion

GTF (Graphics Texture Format) is a container for storing one or multiple textures, the stored textures uses the same layout than if there was stored in PS3 RAM, this way is posible to make a direct copy of the textures to ram without any conversion to make them available for RSX as soon as possible

Script (.JS)[edit | edit source]

The raf scene.xml takes as input an script with file extension .js written in PlayStation JavaScript language

This script is converted into an intermediate .jsx file in VSMX format, and then stored inside the .raf file.

RAF tools[edit | edit source]

Rich Apparence Maker[edit | edit source]

http://r.a.m.games-hack.fr/index.php

guide http://r.a.m.games-hack.fr/doc/Rich%20Appearance%20Maker%20-%20Quick%20Start%20Guide.pdf

R.A.M on PS3 News: http://www.ps3news.com/ps3-hacks-jailbreak/video-ps3-rich-appearance-maker-r-a-m-beta-is-now-open/

R.A.M on PSX Scene: http://psx-scene.com/forums/content/rich-appearance-maker-r-m-free-beta-now-open-dynamic-theme-maker-2161/

PS3 Color Logo Creator V2.511[edit | edit source]

PCLC Source: http://tizzyt-archive.blogspot.co.uk/2012/04/playstation-color-logo-creator-v2511.html

PCLC on PS3 News: http://www.ps3news.com/ps3-hacks-jailbreak/ps3-color-logo-creator-v2-50-v2-51-updates-now-available/

PCLC V2.511 Download: http://www.mediafire.com/download/zbb3e07wdx22jub

Links[edit | edit source]