1<html> 2<head> 3<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> 4<meta http-equiv="Content-Style-Type" content="text/css"> 5<title>ctr_BannerModelConverter</title> 6<style type="text/css"> 7<!-- 8body { 9/* 10 font-size : 10pt; 11*/ 12 font-weight : normal; 13 color : #000000; 14 margin : 8px; 15} 16 17div { 18 width : 98%; 19 white-space : nowrap; 20} 21 22div.title { 23 text-align : left; 24 font-weight : bold; 25* 26 font-size : 16pt; 27*/ 28 font-size : 150%; 29 color : #202020; 30 border-style : double; 31 border-width : 8px; 32 /* タイトルを囲む枠線の色を指定 */ 33 border-color : #FF6600; 34 35 /* RVLプラットフォーム系列 */ 36/* 37 border-color : #34beed; 38*/ 39 40 /* TWLプラットフォーム系列 */ 41/* 42 border-color : #ff458f; 43*/ 44 45 margin : 4px; 46 padding : 4px; 47} 48H1 { 49 font-size : 150%; 50 font-family : Arial; 51 border-bottom-width : 5px; 52 border-bottom-style : solid; 53 border-bottom-color : #FF6600; 54 padding-bottom : 1px; 55 margin-bottom : 20px; 56 letter-spacing : normal; 57 font-weight : bold; 58} 59 60h2 { 61 font-weight : bold; 62/* 63 font-size : 16pt; 64*/ 65 font-size : 150%; 66 border-style : none none solid double; 67 border-width : 0px 0px 2px 8px; 68 /* 見出しの線の色を指定 */ 69 border-color : #FF6600; 70 71 /* RVLプラットフォーム系列 */ 72/* 73 border-color : #34beed; 74*/ 75 76 /* TWLプラットフォーム系列 */ 77/* 78 border-color : #ff458f; 79*/ 80 81 margin-left : 2px; 82 padding-left : 4px; 83} 84CODE { 85 font-family : "Courier New", monospace; 86 position : normal; 87 left : 12px; 88 font-size : 10pt; 89} 90table { 91 margin-top : 2pt; 92 margin-bottom : 2pt; 93 margin-left : 0pt; 94 margin-right : 0pt; 95 padding-left : 0pt; 96 padding-right : 0pt; 97 position : relative; 98 left : 12px; 99 font-family : Arial; 100 font-size : 10pt; 101 border-style : none none none none; 102} 103td,th { 104 padding : 2pt; 105 border-width : 2pt; 106 border-style : none none none none; 107 font-style : normal; 108 text-align : left; 109} 110td { 111 background : #e8f4f4; 112 font-weight : normal; 113} 114th { 115 background : #c0d8d8; 116 font-weight : bold; 117} 118 119p { 120 margin-left : 4px; 121} 122p.code { 123 font-family : "Courier New", monospace; 124 position : normal; 125 left : 12px; 126 font-size : 10pt; 127 background : #e8f4f4; 128} 129 130 .style1 131 { 132 color: #800000; 133 font-weight: bold; 134 } 135 136 .style2 137 { 138 font-size: xx-small; 139 } 140 141--> 142</style> 143 144</head> 145<body> 146<a name="top"></a> <!-- ※注意事項 --> <!-- ・(任意)となっているものは、記載が無くても問題ありません。 --> <!-- ・各項目についてる(必須)や(任意)は、作成後に削除してください。 --> <!-- ・各項目内の書き方は、パッケージごとに自由で問題ありませんが、同じパッケージ内で違いがでないようにしてください。 --> <!-- ・タグはすべて小文字、終了タグを持たないものは「/>」で閉じてください。--> <!-- ・HTMLコードのインデントは、各種社内コード規約と同様にスペース4文字か4文字幅のタブになるようにしてください--> 147 148<h1>ctr_BannerModelConverter</h1> 149 150<h1>Table of Contents</h1> 151<ol> 152<li><a href="#intro">Introduction</a></li> 153<li><a href="#usage">How to Use</a></li> 154<li><a href="#summary">Banner Overview</a></li> 155<li><a href="#input">Input Directory Structure</a></li> 156<li><a href="#restrict">File Restrictions</a></li> 157<li><a href="#history">Revision History</a></li> 158</ol> 159 160 161 162<h2><a name="intro">Introduction</a></h2> 163<P>The <CODE>ctr_BannerModelConverter</CODE> tool is used to create CBMD (CTR binary banner model) files.<BR>CBMD files are created based on the specified folder structure.</P> 164<P>The resulting CBMD file can be used with the <CODE>makebanner</CODE> BSF files. </P> 165<P class="style1">This tool uses the data converter from Creative Studio for CTR.<br /><font color=red>NW4C version 1.2</font>, which supports the HOME Menu, must be installed in the environment where conversion takes place.</P> 166 167<h2><a name="usage">How to Use</a></h2> 168<h3>What's Required</h3> 169<p>You need the following files to create a CBMD file:</p> 170<li>Intermediate files output by NW4C CreativeStudio.</li> 171</ul> 172 173<h3>Commands</h3> 174 175 176<p class="code"> 177% ctr_BannerModelConverter DIRECTORYNAME [Output] 178</p> 179 180<p class="first_ja">The <CODE>DIRECTORYNAME</CODE> specification is required. All other options are optional.</p> 181 182<h4 >Options</h4> 183 184 185<div class="table"> 186<table border="1"> 187<thead> 188<tr> 189<th align="center">Options</th> 190<th align="center">Description</th> 191</tr> 192</thead> 193<tbody> 194<tr> 195<td align="center">DIRECTORYNAME </td> 196<td align="center">Specifies the input directory name. Be sure to use the specified directory structure (described later).</td> 197</tr> 198<tr> 199<td align="center">Output</td> 200<td align="center">Specifies the file to output. If omitted, a file with the <CODE>cbmd</CODE> extension added to the originally input filename is output.</td> 201</tr> 202</tbody> 203</table> 204</div> 205 206<h2><a name="summary">Banner Overview</a></h2> 207 208<p>A banner is model data displayed in the upper screen when an application is selected.<BR>Banners are used to show a line-up of miniature target applications on the menu.</p> 209 <p> 210<img alt="banner" src="image/ctr_BannerModelConverter_00.png" style="width: 400px; height: 240px" /></p> 211 212 213<h2><a name="input">Input Directory Structure</a></h2> 214 215<p>Banner model data can be divided into one of two main categories: Model data common to all languages, and data especially intended for each separate region and language combination. <BR>Make sure to use a directory structure as given below. Specify the Banner folder at the top in <CODE>DIRECTORYNAME</CODE> on the command line.</p> 216 217 218<p class="code"> 219Banner ━┳━ COMMON ━┳━ COMMON.cmdl<br /> ┃ ┣━ COMMON.cskla<br /> ┃ ┣━ COMMON.cmata<br /> ┃ ┣━ COMMON.cenv<br /> ┃ ┣━ COMMON.clts<br /> ┃ ┗━ Textures ━┓<br /> ┃ ┣━ COMMON1.ctex<br /> ┃ ┣━ COMMON2.ctex<br /> ┃ ┣━ COMMON3.ctex<br /> ┃<br /> ┣━ JPN_JP ━┳━ JPN_JP.cmdl<br /> ┃ ┣━ JPN_JP.cskla<br /> ┃ ┣━ JPN_JP.cmata<br /> ┃ ┣━ JPN_JP.cenv<br /> ┃ ┣━ JPN_JP.clts<br /> ┃ ┗━ Textures ━┓<br /> ┃ ┣━ COMMON1.ctex (Data for swapping)<br /> ┃ ┣━ …<br /> ┃ ┣━ TEX1.ctex (arbitrary name)<br /> ┃ ┣━ TEX2.ctex (arbitrary name)<br /> ┃ ┣━ TEX3.ctex (arbitrary name)<br /> ┃ ┣━ …<br /> ┣━ …<br /> ┣━ …</p> 220 221<p> 222・The <CODE>COMMON</CODE> folder is a required item. The content of the other folders is arbitrary, but these folders must exist. If there is no content, you must create empty folders.<br />Be sure that the file names inside the <CODE>COMMON</CODE> folder are of the format <CODE>COMMON.cmdl</CODE>.<br /><br />・If you place textures with names like <CODE>COMMON1.ctex</CODE> inside the <CODE>Textures</CODE> folders for the various language-specific data, the textures with the same names stored inside <CODE>COMMON</CODE> can be swapped with the various language textures for display.<br /><br /> ・For the various other language-specific data besides texture data, use that language when naming the data (such as <CODE>JPN_JP.cmdl</CODE>).<br /> The naming can be arbitrary for textures to which data swapping does not apply.<br /> 223</p> 224<div class="table"> 225 <table border="1"> 226<thead> 227<tr> 228<th align="center">Name</th> 229<th align="center"> 230Region</th> 231<th align="center"> 232Language</th> 233</thead> 234<tbody> 235<tr> 236<td align="center">COMMON</td> 237<td align="center">All regions</td> 238<td align="center">All Languages</td> 239</tr> 240<tr> 241<td align="center">EUR_EN </td> 242<td align="center">Europe</td> 243<td align="center">British English </td> 244 245</tr> 246<tr> 247<td align="center">EUR_FR</td> 248<td align="center">Europe</td> 249<td align="center">French</td> 250</tr> 251<tr> 252<td align="center">EUR_GE</td> 253<td align="center">Europe</td> 254<td align="center">German</td> 255 256</tr> 257<tr> 258<td align="center">EUR_IT</td> 259<td align="center">Europe</td> 260<td align="center">Italian</td> 261 262</tr> 263<tr> 264<td align="center">EUR_DU</td> 265<td align="center">Europe</td> 266<td align="center">Dutch</td> 267 268</tr> 269<tr> 270<td align="center">EUR_PO</td> 271<td align="center">Europe</td> 272<td align="center">Portuguese</td> 273 274</tr> 275<tr> 276<td align="center">EUR_RU</td> 277<td align="center">Europe</td> 278<td align="center">Russian</td> 279 280</tr> 281<tr> 282<td align="center">EUR_SP</td> 283<td align="center">Europe</td> 284<td align="center">Spanish</td> 285 286</tr> 287<tr> 288<td align="center">JPN_JP </td> 289<td align="center">Japan</td> 290<td align="center">Japanese</td> 291 292</tr> 293<tr> 294<td align="center">USA_EN </td> 295<td align="center">The Americas</td> 296<td align="center">North American English</td> 297 298</tr> 299<tr> 300<td align="center">USA_FR </td> 301<td align="center">The Americas</td> 302<td align="center">French (Canada)</td> 303 304</tr> 305<tr> 306<td align="center">USA_SP </td> 307<td align="center">The Americas</td> 308<td align="center">Spanish (Latin America)</td> 309 310</tr> 311<tr> 312<td align="center">USA_PO </td> 313<td align="center">The Americas</td> 314<td align="center">Portuguese (Brazil)</td> 315 316</tr> 317</tbody> 318</table> 319</div> 320 321<h2><a name="restrict">Data Restrictions</a></h2> 322 323<p>The following restrictions apply to banner model data.<br /><B>Note:</B> The numeric values in the explanations below are the numbers from Creative Studio.</p> 324 325<p class="style1"><B>Note:</B> These restrictions are provisional. These specifications are subject to change in the future.</p> 326 327<h3>Camera restrictions</h3> 328 329<p> 330The camera is fixed. Cannot be adjusted for each individual application.<br /><B>Note:</B> Cameras placed inside banner data can only be used for projection mapping. 331</p> 332 333<div class="table"> 334 <table border="1"> 335 <tr style="BACKGROUND: #eee"> 336 <th> 337Camera position x, y, z</th> 338 <th> 339Look-at point x, y, z</th> 340 <th> 341Angles of view (fovy)</th> 342 <th> 343near/far</th> 344 <th> 345Depth Level<span class="style2">※</span></th> 346 <th> 347Factor<span class="style2">※</span></th> 348 </tr> 349 <tr style="BACKGROUND: #fff"> 350 <td> 351 0.0 / 1.0 / 44.786 352 </td> 353 <td> 354 0.0 / 1.0 / 0.0</td> 355 <td> 356 30</td> 357 <td> 358 26.5 / 1000</td> 359 <td> 36034.786<br />(<B>Note:</B> The screen level is +10 from the origin.)</td> 361 <td> 362 1.0</td> 363 </tr> 364 </table> 365 </div> 366 367<p> 368<B>Note:</B> These are the <CODE>depthLevel</CODE> and <CODE>factor</CODE> values used by the <CODE>ulcd::CalculateMatrices</CODE> function. 369 370<h3>Model Size and Rendering Range Restrictions</h3> 371<p> 372Any parts that extend past the range shown in the figure are hidden by the system.<br /><B>Note:</B> The blender's stencil test is used to apply a mask based on a hidden ellipsoid model.<br />(For this reason, stencil tests cannot be used on the model side. The setting is overwritten on the system side.) 373</p> 374 <p> 375<img alt="banner" src="image/ctr_BannerModelConverter_01.png" style="width: 400px; height: 240px" /></p> 376<div class="table"> 377 <table border="1"> 378 <tr style="BACKGROUND: #eee"> 379<th> Mask ellipsoid size X/Y/Z</th> 380 </tr> 381 <tr style="BACKGROUND: #fff"> 382<td> Diameter 18 / Diameter 9.5 / Diameter 18 <br /> <br /><B>Note:</B> Use the center of the ellipsoid as the origin and create the model in this range.</td> 383 384 </tr> 385 </table> 386</div> 387<h3>Restrictions on model Y-axis rotation</h3> 388 389 <p> 390Models rotate once in 600 frames (10 seconds at 60 fps) at constant velocity to the left for a viewer facing the screen. - Rotation accelerates if the user blows into the microphone.</p> 391 <p> 392<B>Note:</B> Use billboard settings for nodes you do not want to be rotated.<BR><B>Note:</B> Although these nodes do not normally turn if rotated to the right at constant speed for 600f, they will rotate if the user blows into the microphone. </p> 393 394<h3>Restrictions on intermediate files</h3> 395 396<p>There are restrictions on data by design and to prevent skipped frames.<BR> <B>Note:</B> Data that violates these restrictions generates an error during conversion. (Not implemented)<BR>Even if the data is within the restrictions, the data size must be reduced if skipped frames occur. (Described later.) 397</p> 398<div class="table"> 399<table border="1"> 400<thead> 401<tr> 402<th align="center">Extension</th> 403<th align="center"> 404◎: Required<br />○: Optional<br />×: Not supported</th> 405<th align="center">Data restrictions on [Data common to all languages] + [Data for a single language] </th> 406</tr> 407</thead> 408<tbody> 409<tr> 410<td align="center">cmdl</td><td align="center">◎</td> 411<td align="center">Number of polygons: <B>3000 or less</B><BR>Number of bones: <B>5 or less</B><BR>Number of materials: <B>5 or less</B><br />Layer configurations: <B>0</B>, <B>1</B>, <B>2</B>, or <B>3</B> (<B>Note:</B> Limited to those with one cycle.)<BR><B>Stencil test unavailable</B>: Used for masking with an ellipse.</td> 412</tr> 413<tr> 414<td align="center">ctex </td> 415<td align="center">○ </td> 416<td align="center">There is no limit on the number of textures as long as the size does not exceed the limit.</td> 417</tr> 418<tr> 419<td align="center">cskla </td> 420<td align="center">○ </td> 421<td align="center">Create a looped animation of 600 frames or less.</td> 422</tr> 423<tr> 424<td align="center">cmata </td> 425<td align="center">○ </td> 426<td align="center">Create a looped animation of 600 frames or less.</td> 427</tr> 428<tr> 429<td align="center">cenv </td> 430<td align="center">○ </td> 431<td align="center">Number of lights (3 or less)<BR>Number of cameras (3 or less)<BR>Number of fogs (1 or less)</td> 432</tr> 433<tr> 434<td align="center">clts </td> 435<td align="center">○ </td> 436<td align="center">Number of tables (3 or less)</td> 437</tr> 438<tr> 439<td align="center">cptl </td> 440<td align="center">×</td> 441<td align="center">Particles are not supported.</td> 442</tr> 443<tr> 444<td align="center">csdr </td> 445<td align="center">×</td> 446<td align="center">User shaders are not supported. (The default shader is used.)</td> 447</tr> 448<tr> 449<td align="center">clgt </td> 450<td align="center">×</td> 451<td align="center">Store lights in <CODE>cenv</CODE>. Animation is not supported.</td> 452</tr> 453<tr> 454<td align="center">ccam </td> 455<td align="center">×</td> 456<td align="center">Store projection map cameras in cenv. Animation is not supported.</td> 457</tr> 458<tr> 459<td align="center">cmdla </td> 460<td align="center">×</td> 461<td align="center">Does not support visibility animations of models.</td> 462</tr> 463<tr> 464<td align="center">cres </td> 465<td align="center">×</td> 466<td align="center">Merged files are not supported to support localization needs to switch resources. </td> 467</tr> 468<tr> 469<td align="center">Other </td> 470<td align="center">×</td> 471<td align="center">There are no plans to support other intermediate file extensions that may be added in the future.(2010.12.09)</td> 472</tr> 473</tbody> 474</table> 475</div> 476 477<h3>Restriction on Data Size</h3> 478 479<p>The following restrictions have been placed on data size after conversion.<BR><B>Note:</B> Data that violates these restrictions generates an error during conversion. 480</p> 481 482<div class="table"> 483<table border="1"> 484<thead> 485<tr> 486<th align="center">Data capacity restrictions on [Data common to all languages] + [Data for a single language]</th> 487<th align="center">Data capacity restrictions on [Data common to all languages] + [All language-specific data]<br/>(Data capacity restrictions for banner files (<CODE>*.bnr</CODE>), including sound data)</th> 488</tr> 489</thead> 490<tbody> 491<tr> 492<td align="center"><B>256KB</B> for <B>Banner size</B><br /><br /><B>Note:</B> You can check this using <B>Save as binary</B> from the 3D intermediate file editing tools.</td> 493<td align="center"><B>1MB</B> for <B>Size after compression</B><br /><br /><B>Note:</B> There are no absolute rules for how much the size decreases with compression, but if you meet the above restrictions it is unlikely that you will violate this restriction.</td> 494</tr> 495</tbody> 496</table> 497</div> 498 499<h2><a name="restrict">Processing Limits on the HOME Menu</a></h2> 500 501<h3>How to Check Processing on the HOME Menu</h3> 502 503<p> 504<br/>Pressing "X+Y" on the HOME Menu for developers displays debug commands. 505</p> 506 507<p> 508- Check processing in the display state shown below. 509</p> 510 511 512<p> 513<img alt="banner" src="image/ctr_BannerModelConverter_02.png" style="width: 448px; height: 500px" /> 514</p> 515 516 517<div class="table"> 518<table border="1"> 519<thead> 520<tr> 521<th align="center">Number of drawings</th> 522<th align="center">Description</th> 523</tr> 524</thead> 525<tbody> 526<tr> 527<td align="center">【1】</td> 528<td align="center">Turn off the wireless switch on the right side of the system.</td> 529</tr> 530<tr> 531<td align="center">【2】</td> 532<td align="center">From the top, the region name and language name, HOME Menu build timestamp, and HOME Menu version are displayed.</td> 533</tr> 534<tr> 535<td align="center">【3】</td> 536<td align="center">These processing bars used to check processing.<br/>From the top, the maximum processing load per 1f indicator (fixed), CPU processing load indicator, and GPU processing load indicator are displayed.<br/> <B>Note:</B> The details are described later.</td> 537</tr> 538<tr> 539<td align="center">【4】</td> 540<td align="center">The lower screen displays items that can be checked in the order: "Health and Safety Information," "Applications to check processing," "3DS Cameras," "3DS Sounds." <B>Note:</B> Put the system into a state that does not display the new arrival icon.</td> 541</tr> 542</tbody> 543</table> 544</div> 545 546<p> 547- The Processing Bars 548</p> 549 550<p> 551<img alt="banner" src="image/ctr_BannerModelConverter_03.png" style="width: 448px; height: 84px" /> 552</p> 553 554<p> 555Neither the CPU nor GPU may exceed the processing limit of 80%. In addition, processing must not exceed the processing limit of 80% even by 1f for 600f while the banner is rotating. 556</p> 557 558<div class="table"> 559<table border="1"> 560<thead> 561<tr> 562<th align="center">Bar Colors</th> 563<th align="center">Description</th> 564</tr> 565</thead> 566<tbody> 567<tr> 568<td align="center"><font color="#00FF00">■</font> Green</td> 569<td align="center">The processing load is in the okay zone. There is no need to reduce processing.</td> 570</tr> 571<tr> 572<td align="center"><font color="#FFFF00">■</font> Yellow</td> 573<td align="center">The bar turns yellow (caution) if the processing load goes over 75%. There is no need to reduce processing.</td> 574</tr> 575<tr> 576<td align="center"><font color="#FF0000">■</font> Red</td> 577<td align="center">The bar turns red (warning) if the processing load goes over 80%. Reduce processing.</td> 578</tr> 579</tbody> 580</table> 581</div> 582 583<p> 584Processing bars must be kept in the states indicated as okay below. 585</p> 586 587<p> 588<img alt="banner" src="image/ctr_BannerModelConverter_04.png" style="width: 384px; height: 164px" /> 589</p> 590 591<h3>【Reference】How to Handle Processing Overflow</h3> 592 593<p> 594Effective measures of reducing CPU processing are:<br/>・Reducing the number of bones<br/>・Reducing the number of vertices, etc. 595</p> 596<p> 597Effective measures of reducing GPU processing are:<br/>・Reducing texture capacity<br/>・Reducing the number of textures<br/>・Applying mipmaps to textures<br/>・Reducing the area to be rendered for translucent polygons, etc. 598</p> 599 600 601</p> 602 603<h2><a name="history">Revision History</a></h2> 604 <dl class="history"> 605 <dt>2010/12/28</dt> 606<dd>Clarified that the supporting version of NW4C is 1.2.<br /> 607 <dt>2010/12/25</dt> 608<dd>An error is now generated during conversion when the data violate the restrictions on data capacity.<br /> 609 <dt>2010/12/09</dt> 610<dd>Added information on the processing limit on the HOME Menu and how to check processing.<br />Added the fact that cmdla is not supported. 611 <dt>2010/12/07</dt> 612<dd>Changed CSKLA and CMATA frame restriction from a 600-frame animation to an animation of no more than 600 frames.<br /> 613 <dt>2010/11/26</dt> 614<dd>Fixed bug where language folders containing empty files would not be properly converted.<br /> 615 <dt>2010/11/19</dt> 616<dd>Deleted <B>Sound file restrictions</B> (moved this section to <CODE>ctr_makebanner</CODE>).<br /> 617 <dt>2010/11/13</dt> 618<dd>Modified <B>Restrictions on data size</B> (revised the text to <B>256KB</B> for <B>Banner size</B>.<br />Supplemented other <B>Data Restrictions</B> items.<br /> 619 <dt>2010/10/09</dt> 620<dd>Supplemented the restrictions for sound files and data capacity.<br /> 621 <dt>2010/09/28</dt> 622<dd>Initial version.<br /> 623 </dd> 624 </dl> 625<hr><p>CONFIDENTIAL</p></body> 626</html> 627