i wanted to know how everyone puts all these customizations in their themes without compressing a single rco im trying to put some other stuff in my ff dissidia 5.50 but my photo and music album icons disappear and the psn icon doesn't show up when i apply the only wave color that shows up also how do you edit osk_500 anything i edit in it i end up getting with icons and if i don't compress it it won't work and when i compress it, it misses up some fonts.
You simply run out of resource memory ....
its like a PC , you have a limited amount of memory
when you are over it, icons start missing.
The osk need to be left uncompressed , im not 100%
sure , cause i never touched it.
bloodangel619 Wrote:i wanted to know how everyone puts all these customizations in their themes without compressing a single rco im trying to put some other stuff in my ff dissidia 5.50 but my photo and music album icons disappear and the psn icon doesn't show up when i apply the only wave color that shows up also how do you edit osk_500 anything i edit in it i end up getting with icons and if i don't compress it it won't work and when i compress it, it misses up some fonts.
Well, if icons disappear, than it means there is too much resources being used in the theme. The PSP only has so much memory :/ So as you are mixing up these themes, you are trying to put too much resources into one theme.
This is the struggle for theme makers: Trying to squeeze their vision for a theme into the allotted space in vsh.
There are ways to reduce the size of your resources. Such as using Photoshop to reduce the colors in your images. Also it is best to dummy out unused images in your .rco files (such as shadows, glows, ect) unless they are really needed for the particular theme. To dummy, I use rcoEDIT to replace the unneeded image with a 1x1 transparent .png image ;)
As far as rco customization: To my knowledge, the only rco file that MUST be compressed to work is the osk rco. But do not take my word on that, as I never really take the time to customize this file myself.
Vegetano1 could answer that question.
There are two ways to compress .rco files:
1)
Resurssiklunssi 0.3: This is a PSP program. It requires 1.50 kernel (Only available for PSP 1000) or LEDA patch (requires M33 cfw)
2)
RcoMage: Is a PC program which allows total manipulation of .rco files. It also allows you to compress the .rco files.
Well no, look you see l use all these things you said l make most off my icons with paint.net for a very small size and even the ones l make with photoshop l change them to 8-bit index colored icons and also shrink them with Pngforptf and also remove every single unnecessary shadow and l'v compressed every rco l could with rco mage but the point is that for example l extracted the v1 theme with ctf_tool_gui and the resource folder (although non off the rco's are compressed in it) is 4.652MB(without the gameboot and the 01-12.bmp) but the resorcue folder off my own them which l have compressed most off the rco in it is only 1.782MB and my theme's icons disapear but the v1 icon's don't although non off the rco's are even compressed!
gsmoke Wrote:\The osk need to be left uncompressed , im not 100%
sure , cause i never touched it.
The OSK must be decompressed with resurkslikenskseilksentkslikekski in order to edit it and not mess up the text labels...then the only way to get it to display on the psp is to recompress it with resusrklknakaerlkntkaslkeknaslkesnkski. Otherwise the psp just crashes :(
bloodangel619 Wrote:Well no, look you see l use all these things you said l make most off my icons with paint.net for a very small size and even the ones l make with photoshop l change them to 8-bit index colored icons and also shrink them with Pngforptf and also remove every single unnecessary shadow and l'v compressed every rco l could with rco mage but the point is that for example l extracted the v1 theme with ctf_tool_gui and the resource folder (although non off the rco's are compressed in it) is 4.652MB(without the gameboot and the 01-12.bmp) but the resorcue folder off my own them which l have compressed most off the rco in it is only 1.782MB and my theme's icons disapear but the v1 icon's don't although non off the rco's are even compressed!
the rco file size is not what determines the resource load. It is the color count of each individual image.
I don't know about paint.net but in photoshop If you are using PNG then you need to make them into 32bit bmp files with alpha channels, you need to change the main channel mode from RGB to Indexed and select a color count below 255...usually between 10 and 100 depending on how colorful the image is..then change back to RGB mode. then copy the alpha channel to a new image, change mode from greyscale to rgb, then from rgb to indexed, but keep that number down near 10..the lower the better...but make sure the edges still look nice. Then change mode back to rgb and copy that to your alpha channel and save as .bmp.
If you did everything right you should be able to load this bmp file into your rco using rcoedit 1.14 (1.15 removes the requirement of the image being a multiple of 8x16 and under 256colors...so you might have to change your canvas as well)
This is the tedious brain breaking work that make themes look amazing that no one appreciates...I have spent weeks recoloring all of the icons of some themes in order to keep the best gradients and colors while still being in the threshold of the resources so that icons do not dissapear. In some cases I have had ot completely redraw the icons and make less gradients in them because it was just not possible to do.
Believe me, I hate doing this now, and unfortunately there is no way around it :(
Good luck...
SchmilK Wrote:the rco file size is not what determines the resource load. It is the color count of each individual image.
More specificly, the dimensions and bit depth :P
Memory used = width × height × bits per pixel
If your image doesn't use alpha (transparency), getting it down to 8 bit shouldn't be terribly difficult unless you're trying to optimise it like SchmilK is. However if it does rely on transparency, things get tricky.
It may be possible to replace some icons with 8bit PNGs, as opposed to GIMs, which may make things simpler.
Also the 01-12.bmp does play a role in resource usage.
If the image is attached to an object which you can resize, you may be able to get away with a lower dimension image, stretching it to your desired size - obviously it will be a bit more blurry though.
RCO Editor 1.15 should be able to impose a 256 colour limit - you just need to select "prompt before making 32 bit GIMs" in the option dialog.
Thanks a lot l think l'm starting to get a hand of this just one stupid question what and where is the alpha channel and how can l copy it to a new image!