PS3 [Research] Impose plugin rco animations

Appriciate this thread is a little old now but hopefully you guys are still able to help.
been looking at the impose_plugin and wanting to make my own very basic one with just just a static image for the main impose base (as in not interested in the animation on the main picture) but would like to keep the animation on the battery.

I have edited the xml of one of the impose_plugins the origonally shows a Phat ps3 and the PS logo went from colour to grey scale but removing the animation part of the code and the like find that reprisented the images invoving the colour chages.

Added my photo by editing the orignal base image in photoshop so size remained the same. recompiled with no errors bnut when i have loaded it into flash all I get is white blockes on ALL images in the impose.

Is there anything I can povide to show what I have done and if you guys can point me in the right direction as this is something im very much interested in learning and eventually adding my own animation to my own impose image

I've seen that happen before, and I think it's caused when one or more images corrupts the others. if you changed the led colors, that's the most likely image that has caused the problem iirc. it's been years since I've messed with the impose_plugin.rco, but I do remember that issue. the led image is supposed to be 1.45KBs iirc, so if it's 2KBs, chances are it's overextended in the file. I've seen the white blocks error happen in that event. it used to be a pita to get it the right size, but I don't know how it is now.
 
I've seen that happen before, and I think it's caused when one or more images corrupts the others. if you changed the led colors, that's the most likely image that has caused the problem iirc. it's been years since I've messed with the impose_plugin.rco, but I do remember that issue. the led image is supposed to be 1.45KBs iirc, so if it's 2KBs, chances are it's overextended in the file. I've seen the white blocks error happen in that event. it used to be a pita to get it the right size, but I don't know how it is now.

Ive had a play with the base images as that is all I have change. the original was showing as 88kb and my new one at 225kb. Using tinypng, got it down to 55kb, but still the same out come. So im pretty sure the issue I'm having may not be related to file size.
 
I don't remember if it's because it's an image inside of another image or what. this is only the led image that I'm referring to. I haven't really changed much anything else in the impose plugin other than the colors of some things, but that was done through the rgb section, not changing the entire image.
 
I don't remember if it's because it's an image inside of another image or what. this is only the led image that I'm referring to. I haven't really changed much anything else in the impose plugin other than the colors of some things, but that was done through the rgb section, not changing the entire image.

After a little more playing around, I decided to unpack the OG rco file and staring away recomplie it. I used Zlib as the compresion but without changing anything in the file itself, after the recomplie, im getting a massive increase in size. OG was 65kb ending in 102kb in the new version.
 
it most likely won't be the exact same size, but I don't know about a massive increase in size. are you use rco mage, rco mage gui, or rco mage mod?
 
I just tried rco mage mod with the impose_plugin.rco of rebug 4.86.1 lite. original is 44KBs, dumped then compiled version is 41KBs with no changes made. that sounds about right.
 
After a little more playing around, I decided to unpack the OG rco file and staring away recomplie it. I used Zlib as the compresion but without changing anything in the file itself, after the recomplie, im getting a massive increase in size. OG was 65kb ending in 102kb in the new version.
Do not let rcomage convert the images to png, you want to keep the images as Gims.

Any PNG to GIM conversion needs to be done separately and manually with Gimconv, then put into the rco folder, only use rcomage for building not for converting. Almost all of the impose mods you found in Ultimate Toolbox have images converted with dxt1 compression. We are right on the size limit, if you make them even 1kb bigger than they are now they will not work and will show white squares.

You will not be able to use rcomage 1.8 or 1.9, that will only work with official images. These images I have added are not in the database that rcomage 1.8 and 1.9 uses. Stick to rcomage 1.1.1 or 1.1.2 and only use it to build the rcos, not for any image conversions.
 
Here is a quick rundown.

1. Extract your rco with Rcomage, make sure the box for converting GIM to PNG is UNTICKED
2. Use the attached Gimconv and bats to convert your PNG to GIM - Just drag the image onto one of the bat files to convert it
3. Take that GIM file Replace the image in the folder you extracted using Rcomage
4. Rebuild the rco with Rcomage, make sure to tick the box for Zlib compression

Note: Try to keep the image as small as possible. If it shows a white square on that image, or any others try make your image smaller by reducing the resolution. For images like these with no transparency use one of the dxt1 bats, not sure which one is better, you will need to trial and error it.
 

Attachments

Do not let rcomage convert the images to png, you want to keep the images as Gims.

Any PNG to GIM conversion needs to be done separately and manually with Gimconv, then put into the rco folder, only use rcomage for building not for converting. Almost all of the impose mods you found in Ultimate Toolbox have images converted with dxt1 compression. We are right on the size limit, if you make them even 1kb bigger than they are now they will not work and will show white squares.

You will not be able to use rcomage 1.8 or 1.9, that will only work with official images. These images I have added are not in the database that rcomage 1.8 and 1.9 uses. Stick to rcomage 1.1.1 or 1.1.2 and only use it to build the rcos, not for any image conversions.

That makes more sence.

So when i send the image through Gimconv its still increases the file size to larger than the limit that i know who is what you have set in your Ultimate Toolbox. So my next step would be to look at makeing my png as small as possible to come in under you file size?
 
Yes, you will need it to be the same size or smaller than my image. You might get away with slightly bigger if you are not using multiple images to make an animation. But basically we are very limited on size so you need to do everything you can to make it smaller. This is why I used DXT1.

Note, compressing the PNG image first will not make any difference, the size of the GIM when using DXt compression is based only on the pixel count, so basically each pixel takes up a certain amount of space and it does not matter how big the file size of the original image is.

Also DXT is weird in that there are kind of steps, so you might find reducing the size by a few lines makes no difference sometimes, just requires trial and error.
 
I find the best way is to make the image very small starting off, so you are sure it will work. Then keep making it bigger and testing each time until it does not work anymore, then bring it back a bit.

There are couple of side effects of making it too big that you need to check for. One is that if you make the main image too big, it will break other images and make those display as white squares, Also it seems the image order is important at the top of the rco, so sometimes if you have one image showing as white, like for example the battery icon, you can move that image to the top of the list in the imagetree at the top of the main xml. This can sometimes work to fix a white square on a small image. But if you need to do this it means you are right on the limit and probably your main image is just too big.

Also when you have the rco built and are testing it, make sure to test playing some music on the XMB and then pressing the PS button (just quick pressing PS, not holding it), this can cause a freeze if you are too close to the limit.

Also make sure to check it with the controller charging, as sometimes it will all look fine until you charge the controller, then you can get white squares sometimes.

The impose rcos included in the toolbox are heavily optimized so you probably not find much else to do there, I have compressed all images as much as possible, reduced their resolution as much as possible, used best compression, even removed some unused text strings and shortened some other ones, all just to save a few bytes. Also tried lots of different image orders in the imagetree, I think the current set up is the best possible. So really all that is left is for you to tweak the size by changing the resolution of your main image.
 
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I find the best way is to make the image very small starting off, so you are sure it will work. Then keep making it bigger and testing each time until it does not work anymore, then bring it back a bit.

There are couple of side effects of making it too big that you need to check for. One is that if you make the main image too big, it will break other images and make those display as white squares, Also it seems the image order is important at the top of the rco, so sometimes if you have one image showing as white, like for example the battery icon, you can move that image to the top of the list in the imagetree at the top of the main xml. This can sometimes work to fix a white square on a small image. But if you need to do this it means you are right on the limit and probably your main image is just too big.

Also when you have the rco built and are testing it, make sure to test playing some music on the XMB and then pressing the PS button (just quick pressing PS, not holding it), this can cause a freeze if you are too close to the limit.

Also make sure to check it with the controller charging, as sometimes it will all look fine until you charge the controller, then you can get white squares sometimes.

The impose rcos included in the toolbox are heavily optimized so you probably not find much else to do there, I have compressed all images as much as possible, reduced their resolution as much as possible, used best compression, even removed some unused text strings and shortened some other ones, all just to save a few bytes. Also tried lots of different image orders in the imagetree, I think the current set up is the best possible. So really all that is left is for you to tweak the size by changing the resolution of your main image.

Thank you.
Once again you and @pinky leading the way in helpfulness and explination.10 out of ten.
I will update when I get mine working and I start on the animation because no doubt I will need help again haha!
 
Here is a quick rundown.

1. Extract your rco with Rcomage, make sure the box for converting GIM to PNG is UNTICKED
2. Use the attached Gimconv and bats to convert your PNG to GIM - Just drag the image onto one of the bat files to convert it
3. Take that GIM file Replace the image in the folder you extracted using Rcomage
4. Rebuild the rco with Rcomage, make sure to tick the box for Zlib compression

Note: Try to keep the image as small as possible. If it shows a white square on that image, or any others try make your image smaller by reducing the resolution. For images like these with no transparency use one of the dxt1 bats, not sure which one is better, you will need to trial and error it.

This worked a treat mate thank you.
Got the images showing and the battery animations working still.
Are there any threads about the animation side and what other possibilities this holds.
Im sure I read somewhere about spinning button (like the X and Triangle)?
 
Are there any threads about the animation side and what other possibilities this holds.
Im sure I read somewhere about spinning button (like the X and Triangle)?
The start of this thread has some stuff about that.

also you will see more info about creating rco animations in these threads:

https://www.psx-place.com/threads/i...tor-system-homebrew.33052/page-10#post-285069

https://www.psx-place.com/threads/r...sequence-custom_render_plugin-sprx-rco.25952/

If you download my multi gameboot mod and extract that RCO, it has lots of examples of different types of animations. basically any animation you have seen in any rco can be done in any other rco.


 
hello , i've been messing around with the rco setup a bit.
Is there a way to apply animations to the text?
text uses animations when you are in it, is it possible to use these animations on drum or controller text?
 
hello , i've been messing around with the rco setup a bit.
Is there a way to apply animations to the text?
text uses animations when you are in it, is it possible to use these animations on drum or controller text?
Yes, text objects can be animated in exactly the same way as images. No difference there.
 
Yes, text objects can be animated in exactly the same way as images. No difference there.
Yes, I have achieved the animations, what I cannot make work is the "shadow" animation of the text, the animation is activated when the text is selected .. as it is text without action, it does not activate .. is there any way to activate it ?
 
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