Multimedia Formats and Tools
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
Can be converted back and forth to png/jpg/bmp... with gimconvert (included in rcomage)
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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