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PS3 icontex.qrc with COBRA icon for user 2020-12-16

haxxxen

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haxxxen submitted a new resource:

icontex.qrc with COBRA icon for user - modified version of Demonhades icontex.qrc

I want to share my modified Demonhades icontex.qrc. this has a nice cobra icon for user. please use it with respect and love, since I have modified the icon itself and it is something big to me to mess with graphics

I've also added my ingame xmb icons, where I have used different colors for the category icons

I hope you enjoy it just like me...

Read more about this resource...
 
Nice one, it looks great. It's rare to see qrc mods.
upload_2020-12-16_1-39-29.png


BTW, have you seen the "new" application called Xforge. It allows QRCs to packed/unpacked properly.



Right now it has a small issue with icontex, but this will be solved. It works great on lines.qrc, earth.qrc etc.

 
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@DeViL303
yupp, I know this tool by now and it is great. I have used it for my wave, where I have modified the rasta wave with duty "fireflies"/particles. it is a real good app and makes things so much easier

btw, I have noticed your crazy particles mod, which is really nice and I like it, the thing is, it is a heavy burden to rsx it seems, since you can notice the fan spinning up. I am using a particles mod from an existing modified wave which does not do this
 
@DeViL303
yupp, I know this tool by now and it is great. I have used it for my wave, where I have modified the rasta wave with duty "fireflies"/particles. it is a real good app and makes things so much easier

btw, I have noticed your crazy particles mod, which is really nice and I like it, the thing is, it is a heavy burden to rsx it seems, since you can notice the fan spinning up. I am using a particles mod from an existing modified wave which does not do this
If you mean the tests he was doing where we was patching the qrc file manually in a hexeditor to create "links" or "redirections" in the TOC of the QRC structure...
Right now the best that can be made with them is to extract his contents with Xforge, and compare his contents with the officials
In most of them there was only 1 change (or 1 injected file), or a couple as most
In lot of them what we was really doing was to force the firmware to load a different .MNU file
As a consequence of our manual remaps... there is going to be some files extracted as "clones", so i guess is going to be easy to identify them

The other patches he was applying to the sprx... some of them was causing the same effect than what we was doing later patching the QRC files... after all we was redirecting the loading to different files
There was some of the mods published by devil that later we found how to do the same in the QRC, the original in the sprx was fine, but doing it in the QRC was more convenient for HAN users

----------------
Anyway.. a lot of that experiments was working because there was some "magic" value loaded from the redirected .MNU
For fun... at some point we was talking about a special particle that was appearing in some of the tests as "the higgs particle", lol... but the fact is we never found which setting is/are the responsible of it

Now with Xforge is a lot easier to play around with all that values inside the .MNU files ;)
Is a bit stressing because there are tenths/hundreds of settings availables to be modifyed and most of them are unknown, so this is the kind of research that should be started by the classic/old/boring methods of "test and error" and "one by one", lol
 
looks nice. this was going to be my masterpiece:

DSC06350.JPG

unfortunately, I lost it. it was going to be a Mario theme. here's the coldboot:
DSC06356.JPG


I looked through all of my icontex.qrc at the user icon which iirc is 1n (the first icon in there), and none of them were the starman.
 
this also looks nice, but this malformed cluttered wave - nah, I don't like it. dunno what everybody thinks about it. it makes the xmb text hard to read

about this cobra icon, you can find it on net, but not my modified one, since I have added this "breast" structure
 
the wave was supposed to represent mario and luigi (half red and half green) after getting a star man, so I increased the glare quite a bit.
 
@pinky
it was your mod, "mr godreborn", that inspired me in first place back then, but this ugly small cobra doesn't look good to me. the one I have chosen, was the "sexiest" I could find on net

mine was more a test to see if I could inject anything in there, but I found a cobra image I liked. it was difficult getting it to fit just right, using the ruler thing in photoshop, plus it's like a mirrored image as it appears in hex, so it's difficult to get the image to look as well as it did. I'm sure you encountered those problems. I'm no wiz in photoshop, so I just made do with what I had.
 
mine was more a test to see if I could inject anything in there, but I found a cobra image I liked. it was difficult getting it to fit just right, using the ruler thing in photoshop, plus it's like a mirrored image as it appears in hex, so it's difficult to get the image to look as well as it did. I'm sure you encountered those problems. I'm no wiz in photoshop, so I just made do with what I had.
yeah, sony devs were drunken probably, when they have made the gui. I have spent a long time with the icon to make it in my eyes perfect. it was an whole snake body, but I had to cut off the rest because of size
 
yeah, sony devs were drunken probably, when they have made the gui. I have spent a long time with the icon to make it in my eyes perfect. it was an whole snake body, but I had to cut off the rest because of size

from what I remember, there's only one icon not the right size from 3.56 to the latest, and that's like 67n or so. it's one of the last icons anyway. I think the reason so few attempt this mod is that it takes a lot of work just to do one icon. I'm not sure if demonhades did anymore but the top row due to that. iirc, there's 70 icons then the dif file.
 
from what I remember, there's only one icon not the right size from 3.56 to the latest, and that's like 67n or so. it's one of the last icons anyway. I think the reason so few attempt this mod is that it takes a lot of work just to do one icon. I'm not sure if demonhades did anymore but the top row due to that. iirc, there's 70 icons then the dif file.
what me bothers, sony only has included stupid icons and the important ones left out
 
looks nice. this was going to be my masterpiece:

View attachment 29431
unfortunately, I lost it. it was going to be a Mario theme. here's the coldboot:View attachment 29432

I looked through all of my icontex.qrc at the user icon which iirc is 1n (the first icon in there), and none of them were the starman.

I hope someone reproduce this one, super mario system sounds, bowser laught as coldboot sound and gameboot IT'S A ME, MARIO! damnnnn!
 
I hope someone reproduce this one, super mario system sounds, bowser laught as coldboot sound and gameboot IT'S A ME, MARIO! damnnnn!

google images should be able to get you those images. I'm pretty sure that's what I used. then use magic eraser on certain things to give them depth. I used the nviidia 3d plugin for photoshop to make the images as close to what the originals look like. it's difficult though, like with that goomba image. if there's not enough free space, the image looks flat.
 
just remembered, the reason why I have said this about stupid icons, afaik those icons in icontex, are the only icons where you can enable this clear transparent effect on xmb with icon_notation
 
just remembered, the reason why I have said this about stupid icons, afaik those icons in icontex, are the only icons where you can enable this clear transparent effect on xmb with icon_notation
Yeah, is a feature derivated from the special DDS format used by the images inside icontex.qrc
I was talking about it here https://www.psx-place.com/threads/r...s-inside-icontex-qrc.23436/page-2#post-266197

The correct way to use it should generate this look when you open the DDS image in photoshop
hMfVFu3.jpg

The green and red color tones (and intermediates in yellow tones) represents "bumps" but that pixels are not really visibles in screen directly
Instead they are processed by a "shader" file (vpo/fpo) and generates all that shocking visual effects all around the icon (most notable in the borders of the icon), distortions of lights, etc... are pretty cool visual effects generated "on runtime", but the XMB only displays them if you configure your [XMB]--->[Settings]--->[Theme settings] to the "original" style (as far i remember the other theme style named "classic" disables that shader effects)

This doesnt means that is mandatory to create the icons that way btw... the fact is we can create a valid DDS image without that "bumps"
Im not sure if you did it with this demonhades icons btw, but by looking at the screenshots it seems that doesnt have them
 

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