PS3 PNG to GIM

@DeViL303 by chance PSVita has more of these tags (or icons ... I don't know) from PSP, PSPminis, music formats, videos and photos? ... because I replaced this white PS3 icon with the current one and it was cool, but ... is missing having these white icons with other file formats to make it all complete.
 

Attachments

  • src23.png
    src23.png
    654 bytes · Views: 136
  • src22.png
    src22.png
    964 bytes · Views: 115
Here @sandungas, sorry for the delay, I just forgot.
I took the values of other resolutions too:

1080:
sizeOverrideX= is loading line 669 = 1200
sizeOverrideY= is loading line 670 = 128
720:
sizeOverrideX= is loading line 669 = 800
sizeOverrideY= is loading line 670 = 85
480:
sizeOverrideX= is loading line 669 = 533
sizeOverrideY= is loading line 670 = 56
272:
sizeOverrideX= is loading line 669 = 533
sizeOverrideY= is loading line 670 = 56
 
You was missing a "minus" character before the option name
OaAuaNl.jpg


Try again typing it like this:
C:\GimConv.exe input -o output -option
Code:
C:\GimConv.exe tex_ps3logo.png -o tex_ps3logo.gim -ps3dxt3

Also, remember, if you type the name of the program (only) and press enter it shows you some help/usage info
As example, if you type this:
Code:
C:\GimConv.exe

It will show you this:
Code:
C:\Portables\RCOmage psdevwiki MOD v20180916\GimConv>GimConv.exe
gimconv ver 1.20e --- 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              output info script only

         -psprgba<n>     <n>: 5650, 5551, 4444, 8888
         -pspindex<n>    <n>: 4, 8

         -ps3rgba<n>     <n>: 5650, 5551, 4444, 8888
         -ps3index<n>    <n>: 4, 8, 16, 32
         -ps3dxt<n>      <n>: 1, 3, 5, 1ext, 3ext, 5ext

examples GIM-to-PNG:
         gimconv input.gim -o output.png

examples GIM-to-GIM:
         gimconv original.gim -o try1.gim -ps3rgba8888
         gimconv original.gim -o try2.gim -ps3rgba8888 --update_fileinfo on
         gimconv original.gim -o try3.gim -ps3dxt5

examples PNG-to-GIM:
         gimconv custom.png -o 1stMostCommonInPS3.gim -ps3rgba8888
         gimconv custom.png -o 2ndMostCommonInPS3.gim -ps3dxt5
         gimconv custom.png -o unknownSupportInPS3.gim -ps3rgba4444
         gimconv custom.png -o unknownSupportInPS3.gim -ps3index8
         gimconv custom.png -o unknownPurposeInPS3.gim -ps3dxt5ext

examples GIS:
         gimconv custom.png -o ps3rgba8888.gis -ps3rgba8888 -S
         gimconv ps3rgba8888.gis


Press any key to continue

In it you can see how many image formats are available to use, all that options starting with -ps3SOMETHING or -pspSOMETHING was added by me in this version of rcomage, they covers all the image formats supported by GIM
https://www.psx-place.com/resources/rcomage-psdevwiki-mod.651/

If you get used to them is a lot easyer because there is no need to remember them... just open that help screen to see the examples and you need to do
Code:
C:\GimConv.exe input.png -o output.gim -ps3SOMETHING

Or...

Code:
C:\GimConv.exe input.gim -o output.png
 
Last edited:
Here @sandungas, sorry for the delay, I just forgot.
I took the values of other resolutions too:

1080:
sizeOverrideX= is loading line 669 = 1200
sizeOverrideY= is loading line 670 = 128
720:
sizeOverrideX= is loading line 669 = 800
sizeOverrideY= is loading line 670 = 85
480:
sizeOverrideX= is loading line 669 = 533
sizeOverrideY= is loading line 670 = 56
272:
sizeOverrideX= is loading line 669 = 533
sizeOverrideY= is loading line 670 = 56
Thats it, and is good you copyed the values for all resolutions, this will help to understand what im going to explain :encouragement:

Hint: you just need to change this values in the xml generated by rcomage when you extract the contents of custom_render_plugin.rco

sizeOverrideX="0x9c020100"
sizeOverrideY="0x9d020100"

The first one loads the contents of line 669 of the files: dev_flash/vsh/etc/layout_grid_table_****.txt
The second one loads the contents of line 670 of the files: dev_flash/vsh/etc/layout_grid_table_****.txt

Open the .txt files and take a look at the values stored in that lines ;)
kxTSvFH.jpg

The point is... sony and us should work always in 1080p resolution because this is the highest quality, and the positions and sizes for the other smaller resolutions are achieved by scaling down the images

As you can see in the xml of custom_render_plugin.rco there is a <Plane> object named "ps3logo", and it have 1 attribute where it loads the tex_ps3logo.gim
planeImage="image:tex_ps3logo"

That image is the original logo used in the gameboot... and is the image we are customizing
The size of the original GIM image matches with the size values in the layout .txt files. For 1080p that image is 1200x128

And that values are loaded from the layout .txt by using this attributes:
sizeOverrideX="0x9c020100" <--- this is the one who loads the value 1200 for 1080p
sizeOverrideY="0x9d020100" <--- this is the one who loads the value 128 for 1080p

We have replaced the image by a different one with size 300x300 so... we need to change that values, and there are several different ways to do it :rolleyes:
 
You was missing a "minus" character before the option name
Oh...just a small detail..okay...thanks.
Try again typing it like this:
C:\GimConv.exe input -o output -option
Code:
C:\GimConv.exe tex_ps3logo.png -o tex_ps3logo.gim -ps3dxt3
Also, remember, if you type the name of the program (only) and press enter it shows you some help/usage info
As example, if you type this:
Code:
C:\GimConv.exe
It will show you this:
Code:
C:\Portables\RCOmage psdevwiki MOD v20180916\GimConv>GimConv.exe
gimconv ver 1.20e --- 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 output info script only

-psprgba<n> <n>: 5650, 5551, 4444, 8888
-pspindex<n> <n>: 4, 8

-ps3rgba<n> <n>: 5650, 5551, 4444, 8888
-ps3index<n> <n>: 4, 8, 16, 32
-ps3dxt<n> <n>: 1, 3, 5, 1ext, 3ext, 5ext

examples GIM-to-PNG:
gimconv input.gim -o output.png

examples GIM-to-GIM:
gimconv original.gim -o try1.gim -ps3rgba8888
gimconv original.gim -o try2.gim -ps3rgba8888 --update_fileinfo on
gimconv original.gim -o try3.gim -ps3dxt5

examples PNG-to-GIM:
gimconv custom.png -o 1stMostCommonInPS3.gim -ps3rgba8888
gimconv custom.png -o 2ndMostCommonInPS3.gim -ps3dxt5
gimconv custom.png -o unknownSupportInPS3.gim -ps3rgba4444
gimconv custom.png -o unknownSupportInPS3.gim -ps3index8
gimconv custom.png -o unknownPurposeInPS3.gim -ps3dxt5ext

examples GIS:
gimconv custom.png -o ps3rgba8888.gis -ps3rgba8888 -S
gimconv ps3rgba8888.gis


Press any key to continue
In it you can see how many image formats are available to use, all that options starting with -ps3SOMETHING or -pspSOMETHING was added by me in this version of rcomage, they covers all the image formats supported by GIM
https://www.psx-place.com/resources/rcomage-psdevwiki-mod.651/
:encouragement:
 
Thats it, and is good you copyed the values for all resolutions, this will help to understand what im going to explain :encouragement:



The point is... sony and us should work always in 1080p resolution because this is the highest quality, and the positions and sizes for the other smaller resolutions are achieved by scaling down the images

As you can see in the xml of custom_render_plugin.rco there is a <Plane> object named "ps3logo", and it have 1 attribute where it loads the tex_ps3logo.gim
planeImage="image:tex_ps3logo"

That image is the original logo used in the gameboot... and is the image we are customizing
The size of the original GIM image matches with the size values in the layout .txt files. For 1080p that image is 1200x128

And that values are loaded from the layout .txt by using this attributes:
sizeOverrideX="0x9c020100" <--- this is the one who loads the value 1200 for 1080p
sizeOverrideY="0x9d020100" <--- this is the one who loads the value 128 for 1080p

We have replaced the image by a different one with size 300x300 so... we need to change that values, and there are several different ways to do it :rolleyes:
I remembered something that should help us, a few days ago I was looking for some icons used in Firmware 2.17, so I remember finding two colored Ps logo's in system_plugin.rco, one was in HD and the other was in SD.

The Ps logo in HD has a resolution of 250x250, while the SD I do not remember :p ... however ... I remember that when starting the PS3 for the first time, this logo appeared as an introduction, this in the old firmwares.

I looked at PS3 Fat's unboxing on TheRelaxingEnd, and it really did appear when I first turned on the system.

In today's firmwares these colorful logos no longer exist ... I mean ... they exist..but with very low resolution and white color .. and that if I'm not mistaken they are displayed on "About PlayStation 3" (I think).

My goal here is to look at the positions and resolution of these logos in xml code, which we may perhaps use as an example.
 
Last edited:
So you are not interested anymore in creating that gameboot with the PS4 logo ?
I can tell you how to do it, is just i was playing a bit to teach you how to fish (instead of giving you the fish) :P

The logos in color you mention... i can tell that never was used in the coldboot, maybe in the "about playstation" screen, or in the "initial settings" screens (when you format the hdd or reset the PS3)
 
So you are not interested anymore in creating that gameboot with the PS4 logo ?
I can tell you how to do it, is just i was playing a bit to teach you how to fish (instead of giving you the fish) :P

The logos in color you mention... i can tell that never was used in the coldboot, maybe in the "about playstation" screen, or in the "initial settings" screens (when you format the hdd or reset the PS3)
Yes i am interested yet.

I only mentioned that if the proportions of the logo on that rco can help us.
 
Last edited:
So you are not interested anymore in creating that gameboot with the PS4 logo ?
I can tell you how to do it, is just i was playing a bit to teach you how to fish (instead of giving you the fish) :P
I already realized that lol..but I think it's good, I'm slowly learning how to modify some things, of course the PC I use does not help me very well ... but that's fine. Thank you for teaching me how to fish.
 
Yes I am, I only mentioned that if the proportions of the logo on that rco can help us.
Ok, im going to write an small "step by step" tutorial of what you need to do to create it
Are you using the custom_render_plugin.rco i made with the animations of firmware 1.00 ?..im asking becasue in that case this is going to simplify it

The proportions of the logo in color from old PS3 firmwares you are mentioning doesnt matters... because we dont care at how that screens did look
We are copying how the PS4 coldboot screen looks, this is why i took a frame from a real video of the PS4 boot, to check his position and size roughly... but it was very simple, position is x=0, y=0... and for the size i adjusted it in photoshop to make it match with 300x300
Thats convenient because now we need to load the value 300 two times from the layout .txt files :)



Edit: take a look at the file layout_grid_table_1080.txt, there are several lines where appears the value 300... as example in line 353... thats our target :)
 
@sandungas

Lines:
353 = 300
421 = -300
446 = 300
456 = -300
484 = 300
499 = -300
790 = 300
816 = -300
882 = -300
928 = -300
1479 = 300
1613 = 300
1826 = 300
1828 = 300
1908 = 300
1924 = 300
1931 = 300
1933 = 300
1961 = -300
2454 = -300
2924 = 300
3263 = 300
3333 = -300
3956 = 300
3981 = 300
4100 = 300
4310 = 300
4314 = -300
4357 = 300
4494 = 300
4580 = -300
 
Ok, im going to write an small "step by step" tutorial of what you need to do to create it
Here is the minigame
Im using the custom_render_plugin.rco i uploaded here: https://www.psx-place.com/threads/a...e-1-00-2-70-to-4-84.26076/page-10#post-204984
And the image i uploaded here: https://www.psx-place.com/threads/png-to-gim.26340/page-2#post-207439

There is no need to download them separatedly, im including all the needed files it in this zip
FILE: Deleted download link

Inside the fish.zip are all the files i modifyed, included the compiled rco that results after completing all the process, but.... the fish.zip is protected by a password... the password is the MD5 of the rco :D


The challengue is like this:
Code:
Step1
-----
Extract the contents of custom_render_plugin.rco (MD5: 101FA004086311A42804C33AB9984A32) with rcomageGUI and dont enable the GIM to PNG conversions


Step2
-----
Use GimConv.exe to convert the custom tex_ps3logo.png into gim with the command:      GimConv.exe tex_ps3logo.png -o tex_ps3logo.gim -ps3dxt3
The resulting tex_ps3logo.gim should have MD5: 82E5D7DE70CC3303F8405E2A323F761D


Step3
-----
Replace the original tex_ps3logo.gim by the custom tex_ps3logo.gim


Step4
-----
Open the main xml and search for this values: sizeOverrideX="0x9c020100" sizeOverrideY="0x9d020100"
Replace both values by 0x60010100
Save your changes in the xml and close it


Step5
-----
Compile the rco with rcomageGUI, enable the zlib compression option
The resulting custom_render_plugin.rco should have MD5: F026C5D9194CE71B1E61127C27A05C93
 
Last edited:
Go on, you can hook it today :encouragement:
----------------------------------------------------><((((º>-----------J----------------------------------------
I finished the challenge and three things happened:
1- I made the gameboot and works!!
It's beautiful, the logo resolution is amazing.
2-The final MD5 (the password of the fish) did not match
3- I restarted the console and got black screen.
Reinstall everything again.
 

Similar threads

Back
Top