Multimedia Formats and Tools: Difference between revisions
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**speculation about animated images support http://endlessparadigm.com/forum/showthread.php?tid=5054 | **speculation about animated images support http://endlessparadigm.com/forum/showthread.php?tid=5054 | ||
**note the option '''-viewer (start gimview.exe when process ends)''' points to an official gim viewer that doesnt exists in the public release | **note the option '''-viewer (start gimview.exe when process ends)''' points to an official gim viewer that doesnt exists in the public release | ||
**[http://us.playstation.com/support/manuals/psp/pspguides/ PSP Custom Theme Toolbox] admits .GIM files as input, but doesnt includes a gim converter | |||
*To identify the settings that was used to build a GIM file: | *To identify the settings that was used to build a GIM file: |
Revision as of 23:25, 1 March 2015
This page is intended to move here all info about multimedia file formats that is commonly used in other wiki pages and the related PC tools
A lot more fileformats not added yet to the page are listed in: http://www.psdevwiki.com/ps3/XMB_database#Promoter
See also Game Modding
Image
TIFF 6.0 Specification:
BMP
http://en.wikipedia.org/wiki/BMP_file_format
DDS
Direct Draw Surface (DDS) are used for example on XMB Manuals
- http://en.wikipedia.org/wiki/DirectDraw_Surface
- http://en.wikipedia.org/wiki/S3_Texture_Compression
- http://msdn.microsoft.com/en-us/library/bb943991.aspx
Header:
Offset | Size | Example | Value (conversion) | Notes |
DDS header | ||||
0x00 | 0x04 | 44 44 53 20 | "DDS " | Magic |
0x04 | 0x04 | 7C 00 00 00 | 124 | Size of header stucture |
0x08 | 0x04 | 07 10 08 00 | compressed no mipmap | Flags:
|
0x0C | 0x04 | 38 04 00 00 | 1080 | Surface height (in pixels). |
0x10 | 0x04 | 80 07 00 00 | 1920 | Surface width (in pixels). |
0x14 | 0x04 | 00 D2 0F 00 | 1012.5KB | Size:
|
... | ... | ... | ... | ... |
DDS normal maps
Normal maps are a 3D effect, the word "normal" is a reference to the Y axis (of the 3D space defined by X,Y,Z axis), is also known as "elevation". Normal maps can make small areas of a surface to be displayed with a displacement up or down, they also reacts to the lights of the scene dinamycally
NVIDIA Normal Map filter plugin for photoshop
The NVIDIA Normal Map filter creates normal maps from grayscale height maps. The filter UI provides a powerful 3D preview and a variety of filtering options. For MIP-mapped normal maps, the NormalMap Filter should be used for preview only, and then the grayscale map exported via the DDS plugin with "Normal Map Settings..." enabled. This will create a normal map with maximal detail and fidelity for all texture levels, without undesirable filter aliasing.
An easy way to create normal maps in photoshop by using the Normal Map plugin:
In tab: Filter ---> Ndivia Tools -height generation - 7x7 / minZ-0 scale-2.2 -3D view options - animate light -height source - Average RGB (or "Alpha Channel" in case you created an alpha channel with this purpose) -Alpha field - height
Normal Map Tutorial (using photoshop and crazybump) http://www.youtube.com/watch?v=tKqKJi6nh7A
DDS Cube Maps
DDS Tools
- Gimp DDS plugin http://code.google.com/p/gimp-dds/
- Gimp Normal Map Plugin http://code.google.com/p/gimp-normalmap/
- Photoshop DDS plugin https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Tutorial: http://www.youtube.com/watch?v=B_SpdM5cLuQ (in spanish)
- 3DS Max DDS Plugin https://developer.nvidia.com/content/3ds-max-dds-plugin-1008271100
- NVIDIA WTV (windows texture viewer) http://www.nvidia.com/object/windows_texture_viewer.html
- NVIDIA DDS Thumbnail Viewer for windows explorer https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_viewer.exe
- NVIDIA DDS Legacy Texture Tools 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 (includes a command line texture converter)
- Crazybump is a quick and easy tool for creating normal maps from a texture. http://www.crazybump.com/ Tutorial: http://iamsparky.wordpress.com/crazybump/
- DDS Converter 2 by Yannick Bluehair Leon http://www.nexusmods.com/oblivion/mods/8698
- nvdxt.exe (extracted from nvidia legacy tools installation) https://www.sendspace.com/file/8ru1va
- DXTViewer http://www.ozone3d.net/dxt_viewer.php
DXT
- http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained
- http://files.wayforward.com/shane/rgbv/ (RGBV Texture Compression in DuckTales: Remastered)
The DXT compressed textures always have the same size. This is because they have a fixed compression ratio.
Used on PS2 classic as manual, they are texture files (DXT1, no mipmap?) with a minimalistic header of 0x08 byte (width*height)
For viewing them on computer, you can rebuild/create/paste (from an .dds dxt1 no mipmap existing file) an header following .dds header specs:
- On your dxt files, remove the first 0x08 bytes (which has the width and height hexadecimal information), insert on top of it the .dds header. Edit the .dds header, see the .dds section, to get the proper width, height, and texture size)
Sample: http://rghost.net/58928544 (.dxt files are original, .dxt.dds are edited for viewing)
e.g. (quick note, should be move to emulation/PS2 page once figure out)
001.dxt --> 256KB -->instruction screen: 544*960? (Surface height (in pixels).*Surface width (in pixels).) 002.dxt --> 256KB -->information screen: *544*960? 003.dxt --> 1441KB -->game manual: 1536*1920? ... 008.dxt --> 1441KB -->end of the game manual 009.dxt --> 256KB -->Notice screen: 544*960?
GIM
Graphics Image ?
Used inside Resource Container (RCO) files, PlayStation 3 Theme (P3T) files, etc...
GimConv.exe
Made by sony, gimconv v1.20h was released with p3tcompiler v2.00 as part of the PS3 Custom Theme Toolbox
The version used as an standard unofficially is the one included in rcomage that uses a configuration file (named GimConv.cfg) initially edited by Zinga Burga to improve compatibility with rcomage, and later to add compatibility with ps3 rco's (there are some specific settings for ps3 that was added at some point, but now can be considered incorrect for ps3, or not generic enought)
The command line help of GimConv.exe gives a very limited explain of a few options (the ones at top are not real options, are more like groups of presets)
C:\rcomage-v1.1.1\GimConv>GimConv.exe gimconv ver 1.20h --- generic picture converter Copyright (C) 2006 Sony Computer Entertainment Inc. All Rights Reserved. usage: gimconv <input files> [options] options: -o <filename> specify output file name -s <w,h> resize image data -P resize image data to a power of two -N output in normal (not faster) pixel storage format -X swap RGBA <-> ABGR -ps3 output ps3 style GIM -bpp<n> color output bit depth; n is: 4, 8, 16, 16p, 16a or 32 4, 8 are indexed; 16, 16a, 16p, 32 are RGBA format -S output text format -interact input additional options -pictures merge files as pictures -frames merge files as frames -levels merge files as levels -prompt prompt always -warning prompt on warning -error prompt on error
Some of the options that appears in the help of the command line what are really doing is to load the real options from GimConv.cfg, where all the options are listed and is posible to specify his default values, or to create groups of options, is also the only place where is posible to see all the different settings availables of the tool
These options was added by Zinga Burga to improve compatibility with rcomage, and later to add compatibility with ps3 rco's
- changed under default settings section:
Code Sample
- added under process option section:
Code Sample
- removed under default settings section:
Code Sample
- removed under mode option section:
Code Sample
- removed under process option section:
Code Sample
- removed under PS3 OSD specific options section:
Code Sample
And this is the original configuration file, not modifyed
Code Sample
The option -ps3 seems to be wrong, the images inside explore_plugin_full.rco from firmware 4.70 has been made by using this 3 options
Code Sample
You can edit the GimConv.cfg file and use GimConv.exe to load the group of options by the option -ps3 in command line this way (or let rcomagegui.exe decide, but im not sure what it does)
'''gimconv.exe tex_psn.png -o tex_psn.gim --ps3'''
Another way is by specifying the options strictly from command line (using the names that appears inside the GimConv.cfg file)
This is the most accurate way to specify options for GIM conversion, it doesnt uses groups but the result is the same, in this example is a command for gimconv.exe directly
'''gimconv.exe tex_psn.png -o tex_psn.gim --format_style psp --format_endian big --pixel_order normal'''
But there is other way, by "redirecting" GIM settings from rcomage.exe ---to---> gimconv.exe at compiling time (see the "compile" help in rcomage page). There are 2 options in rcomage specific for this task, named: --gimconv-cmd and --gimconv-flags
rcomage.exe ...
- Other stuffing
- speculation about animated images support http://endlessparadigm.com/forum/showthread.php?tid=5054
- note the option -viewer (start gimview.exe when process ends) points to an official gim viewer that doesnt exists in the public release
- PSP Custom Theme Toolbox admits .GIM files as input, but doesnt includes a gim converter
- To identify the settings that was used to build a GIM file:
- Use rcomage to make an extraction of the contents without conversion of images (this way the GIM are extracted raw)
- Use rcomage to make another extraction of the contents with conversion of images (this way the images are converted to PNG when extracted)
- Use gimconv to convert the PNG ---to---> GIM by the old method of test-error by trying some of the options availables that appears in gimonv.cfg
- Use a hexeditor to compare the original GIM extracted in step 1 with the rebuilt GIM from your test, there is no need to make accurate comparisons, just an overview of how the data is ordered
- When the data seems similar, make a hash comparison of both, original and rebuild should be exactly the same data (is posible to create a GIM exactly like the original)
- In PS3 it seems to be at least 2 types of GIM images, both included inside rco's, and in some cases both types in the same rco
- explore_plugin_full.rco (and other explore_plugin_***.rco ?): (--format_style psp --format_endian big --pixel_order normal)
- xmb_plugin_normal.rco (and other xmb_***.rco ?): (uses some variant of dxt5)
- more ?
GMO
Graphics... ?
Used inside Resource_Container_(RCO) files
GTF
Graphics Texture Format (GTF) is a container for storing one or multiple textures ("pack GTF") data in a layout that can be used as is by RSX.
Header (for single texture):
Offset | Size | Example | Value (conversion) | Notes |
GTF header | ||||
0x00 | 0x04 | 02 02 00 FF | Version | |
0x04 | 0x04 | Size of texture (not included header) | ||
0x08 | 0x04 | 00 00 00 01 | Number of textures embedded | |
0x0C | 0x04 | 00 00 00 00 | Not used? | |
GTF specification | ||||
0x10 | 0x04 | 00 00 00 80 | Size Header | |
0x14 | 0x04 |
| ||
0x18 | ||||
0x19 | ||||
0x1A | ||||
0x1B | ||||
0x1C | 0x04 | Remaps: | ||
DDS specification | ||||
0x20 | 0x02 | 00 40 | 64 in decimal | Size image width |
0x22 | 0x02 | 00 40 | 64 in decimal | Size image height |
0x24 | 0x02 | 00 00 | 0 in decimal | Size image depth |
JPG
http://en.wikipedia.org/wiki/JPEG
JPEG markers:
MPO
Is a 3D JPG embedded format by Fuji or Sony. Since fw 3.70 with specifics sixasis controls (on PlayMemories but also from XMB), PS3 as well as Nintendo 3DS or some Sony & Fuji camera can read MPO images as specific format.
On the Sony MPO format Multi Angle : the picture is 15 embedded Jpg Exif images with no padding (but can be modulate probably).
The MPO MA for 3DS is Fuji format?
MPO Splitter by Christian Steinruecken:
PNG
PS3 supports PNG images in 24 bits (for RGB channels), and 32 bits with transparency (24 bits for RGB channels + 8 bits for an alpha layer). "PNG Interlaced" and "APNG (Animated Portable Network Graphics)" formats are not supported by the PS3.
TGA
http://en.wikipedia.org/wiki/Truevision_TGA
Audio
AC3
Used for coldboot sounds
AT3
Adaptive Transform Acoustic Coding (ATRAC) is a family of proprietary audio compression algorithms developed by Sony.
Can be created by saving the file as a .WAV container using the ATRAC3 Codec @ 66Kbps.
Mono and stereo channels are supported
AT9
VAG
- Format
Offset | Size | Example | Value (conversion) | Notes |
VAG header | ||||
0x00 | 0x04 | 56 41 47 70 | "VAGp" | Magic |
0x04 | 0x04 | 00 00 00 06 | 0.6? | Version |
0x08 | 0x04 | 00 00 00 00 | - | Reserved area |
0x0C | 0x04 | 00 00 04 50 | 1104 bytes | Waveform data size (bytes) |
0x10 | 0x04 | 00 00 BB 80 | 44 000 Hz | Sampling Frequency (Hz) |
0x14 | 0x0A | 00 00 ... 00 00 | - | Reserved area |
0x1E | 0x01 | 00 | 1 ch | Number of channels
|
0x1F | 0x01 | 00 | - | Reserved area |
0x20 | 0x10 | 53 45 30 34 5F 42 61 63 6B | SE04_BACK | Name |
Waveform data starts |
Decoding coefficient
(1 byte) |
Loop information
(1 byte) |
Sound Data
(14 bytes) |
Decoding coefficient | Loop information:
Because ADPCM uses sample blocks that are aligned one after the other, a wave compressed with ADPCM may have an unfinished, partial block at its end. The ADPCM decoder generates silence for the remainder of this partial block, which keeps the wave from looping seamlessly. |
Sound data |
- Tools
- MFAudio v1.1 (converts WAV to VAG): http://www.zophar.net/utilities/ps2util/mfaudio-1-1.html or http://dl.qj.net/software/utilities/mfaudio-11.html or http://downloads.ziddu.com/downloadfile/3353225/MFAudiov11.zip.html
Video
PAM
Pam files can contain audio or have the audio separwted in a .AT3 track, used in Content Information Files
Interactive
SWF
Shockwave Flash, used in Content Information Files and Widgets and some games (e.g.: Doki Doki unverse)
- Irfanview supported format
3D/OpenGL
DAE
DAE (Digital Asset Exchange) 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 in .dae format, see: https://collada.org/
Collada usually is implemented as a plugin, some 3-D authoring applications supporting collada are: Blender, Google SketchUp, Maya, Rhino, 3D Max, SoftImage
- Collada plugins for:
FPO
VPO
MNU
Playlists
M3U8
Tools & Tips
- Audio:
Audacity: The tool can be used to record live audio, record computer playback, edit WAV, AIFF, FLAC, MP2, MP3 or Ogg Vorbis sound files, cut, copy, splice or mix sound together and also change the speed or pitch of a recording, plus a number of other useful features. http://audacity.sourceforge.net/
Wavosaur: is a cool free sound editor, audio editor, wav editor software for editing, processing and recording sounds, wav and mp3 files. Wavosaur has all the features to edit audio (cut, copy, paste, etc.) produce music loops, analyze, record, batch convert. Wavosaur supports VST plugins, ASIO driver, multichannel wav files, real time effect processing. http://www.wavosaur.com/
- Image:
Irfanview: View, convert, batch processing ... http://www.irfanview.com/ (there is a plugin for .DDS)
Imagemagick: Create, edit, compose, or convert bitmap images http://www.imagemagick.org (typically utilized from the command line)
- 2D animation
animata: an open source real-time animation software, designed to create animations, interactive background projections for concerts, theatre and dance performances. http://animata.kibu.hu/
- 3D Modeling:
Maya - http://www.autodesk.com/Maya 3ds Max - http://usa.autodesk.com/3ds-max/ Blender - http://www.blender.org/ Wings3D - http://www.wings3d.com/ Modo - http://www.luxology.com/modo/
- Texturing:
Photoshop - http://www.photoshop.com/ Paint.NET - http://www.getpaint.net/ GIMP - http://www.gimp.org/
- Tutorials and Online Digital Communities:
http://www.polycount.com/forum http://forums.cgsociety.org/ http://www.3dbuzz.com http://3d-coat.com/forum/ http://www.cgfeedback.com/cgfeedback/ https://forums.station.sony.com/playerstudio
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