Coldboot.raf
Description
Coldboot.raf was introduced in firmware 2.70 (((or 3.00 ???))). Raf format support started in 2.70 with the addition of raf.qrc, but it was on firmware 3.00 when it was used to implement dynamic PlayStation 3 Theme (P3T) support. See also: Rich Appearance Format (RAF)
RAF contents
The scene inside colboot.raf has not changed too much along the firmwares (neither the file itself i guess but this is pure speculation and needs to be verifyed). This example below seems generic enought to explain it by now
After the zlib decompression and the CXML cotainer the extracted files are:
Usage | File Name | Notes |
---|---|---|
Model | plane.edge | The 3D object, composed by a simple perimetral line that will be "filled" with the textures |
plane.skel | The skelleton of the 3D object, composed by a single joint point, needed by all the animations | |
Textures HD | new_logo.gtf | 700x350 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text) |
new_logo_footer.gtf | 700x350 pixels, the "copyright", "trademark" and "playstation3" text | |
new_logo_blur.gtf | 700x350 pixels, a blurry copy of logo+footer together | |
Textures SD | new_logo_sd.gtf | 240x120 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text) |
new_logo_sd_footer.gtf | 240x120 pixels, the "copyright", "trademark" and "playstation3" text | |
new_logo_sd_blur.gtf | 240x120 pixels, a blurry copy of logo+footer together | |
Script | coldboot.jsx | Animation script, written in PlayStation JavaScript format (and extracted as a VSMX file) |
XML | coldboot.xml |
- Notes:
- The coldboot.xml file is not a real file inside the container, all his info can be obtained from the container structure but is not considered a file
- Some "objects" of the scene like the camera or lights are defined in the XML and are not files inside the container.
Code Sample
Coldboot Scene
A RAF animation contains an "scene" that is viewed from a "camera", and is displayed using a timeline that is defined in the "script" file
The animation "scene" is composed by 3 "actors" (or more exactly... 2 groups of 3 actors... one group for SD TV's and other group for HD TV's)
The 3 actors are overlapped in the same position and associated with the same "model" "geometry" by using the "skeleton" joint, how and when this actors appears is defined in the "script" file
Every actor uses his specific "material" (that appears in the "material-table"), and every material uses a "texture" (that appears in the "texture-table")
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