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Previously we saw some PS4 Custom BGM and Theme PKG Files followed by the PS4 Custom Theme Preview Image Creation Method for PS4 Theme Editor, and today following my fully functional MGS V Theme (and a Blonde Theme by diegoshark :D) here's the guide I made:

How to Make a PS4 Theme PKG for 4.05 / 4.55 Tutorial:

Needed Tools
Ok so first things first we will start with photos:

Download the images you need for the "background" folder (recommended to be jpeg because you need PNG 24bits and i found that you can't convert PNG 32bits to PNG 24bits for some reason it stays on 32bits so converting jpeg to png using Photoshop will do the trick, more on that below)
  • homescreen (resolution 1920x1080)
  • functionscreen (resolution 1920x1080)
  • functionareabar (resolution 1920x164)
After downloading the required images open each one of them with photoshop and from the menu bar select Image > mode > RGB | 8 bits/channel as shown in the picture below:

Making a PS4 Theme PKG for 4.05 4.55 Tutorial by Mangekyou222 2.jpg

After that save as PNG and copy the file to the background folder

Next folder is content_icon (those files doesn't need to be converted so use 32bits PNG images)

The resolution is 512x512 for all of them after that its just renaming and copying files

Next folder is function_icon same as previous folder except the resolution all images is 32bits PNG

The resolution is 128x128 ((excluding the glow images))

After that we go to the sound folder which is the most complicated part in my opinion

To make a working at9 sound file you need AT9 AT3 Converter V2.3 and possibly audacity.

You need a WAV file not longer than 2 minutes in length (recommended)

Extract the at9 converter zip to your desktop.

Open command prompt and type in the following command:
Code:
cd c:\users\Mangekyou\desktop\AT9 converter 2.3\ATRAC\
Note: replace mangekyou with your pc user name

Copy the WAV file to the ATRAC folder and rename it bgm_home

Now type the following command in the command prompt:
Code:
PS4_at9tool.exe -e -br 144 -wholeloop bgm_home.wav bgm_home.at9
If all done well you should now have an AT9 file which you can copy to the sound folder of the theme.

Next is the sound vag files

You can use the vagconv2w.exe inside the fake pkg tools to convert wav files to vag (note wav files frequency must be at 48000)

Now open up PS4_Theme_Editor_0-1-3beta and select the theme folder

You should see everything in order, on the right side of the app you can find the theme.xml panel with it you can modify the theme name and colors, for example the font color is #FFED1010

The first two values "FF" is the transparency the rest is the color code "ED1010"
you can find all the codes you need here.

after that select format version as 4.0 and put the name of you theme at the end with dashes

EXAMPLE: PSXHAX-NET

Press save and exit the app , while exiting you'll be asked "do you want to save work?" choose yes.

NEXT
  • Open theme.xml with notepad and change homebgm-enable from False to True.
  • Save and quit.
Next
  • Now you have few more steps to do:
First one would be to edit the preview.png and the icon0.png images.
  • The preview.png is found under texture folder - Change it to (24bits PNG the resolution is 740x416)
  • The icon0.png is found under sce_sys folder - Change it to (24bits PNG the resolution is 512x512)
Final step before building:

Go to fake pkg tools and run the orbis-pub-sfo.exe
Open up the param.sfo under the sce_sys folder and change the title text and the content ID.. it should be something like this:
Code:
XY1234-ABCD12345_00-0000000000000001
Save your SFO and open up the orbis-pub-gen.exe

First select file>> new project>> system software theme package.

Now you should see something on the right side called Image0 double click on it.
Drag and drop your theme folders and files it should look like this:

Making a PS4 Theme PKG for 4.05 4.55 Tutorial by Mangekyou222 3.jpg

Select file and save theme as gp4 and close the window

Now under Command in the menu bar select Project settings
Now select Package
Put your content ID from the param.sfo in the content ID section

Select generate for the passcode 32 and press ok

Now under command select build image

Select the output folder and press build

Done

I apologize if this tutorial seems disorganized >_< am not used to making tutorials but i hope it helps.

Making a PS4 Theme PKG for 4.05 4.55 Tutorial by Mangekyou222.jpg
 

Comments

@lotus78 @Mangekyou222 and everyone else... here is the first custom dynamic theme. no music though.

Spoiler

pass for the .rar = name of this forum like last time
pass for the .pkg = 32 zeros (default pass)
Enjoy!

P.S. You could easily change the picture and just make sure it has the same name and dimensions and it should work as well. Also, I might make a tutorial some time if nobody does one, just to explain the basics of the index.xml file
 
@Pepeset
At first - really thx for sharing! :tup:
But it does not work for me - I can choose the theme (named cube), but I got the message that the data are defect... I unpack the theme, and I wonder, that the file in the folder is test 4.mdx, and in the XML it is test4.fbx
Code:
<!-- Models and Materials -->
   <model id="test4" file="test4.fbx"/>
But I dont know about that - I will try a little things later...
thx again
 
if u have my UNCHARTED 4 theme plz uninstall and reinstall this theme
lil improvement in theme & sound , added one more wallpaper hope u guys like it u and added some preview img's too

Spoiler

UNCHARTED 4 :- A THIEF'S END THEME V2

Spoiler
 
@MohammadBigBoss Haha I barely know the basics. And I don't think I'll make a video, but for sure I can prepare a write-up for y'all.

Also, it would be interesting to see if @mohammadfadel's way works, although it might need some tinkering (.raf file and FullAnimation.js?)

Last, @lotus78 the pkg should install and work on your ps4. I tried on 4.55 and it runs fine. Make sure you are installing/running the right pkg, since I was too lazy to change the naming of it and left the default stuff from the sample cube theme (***). And yeah, the index.xml is good like that. Check out other index.xml from the rest of the sample themes and you'll see they all follow the same structure.

P.S. if someone has an .fbx object file (or any 3D file) of something cool (game character, etc) already textured, I could make an animation of it as well.

@lotus78 So I have just realized I used test4 as the name in the .pkg, but the file names I added in the .rar are test3. Sorry!
But the .pkg in the .rar should still install and run fine regardless.
So here is the right version (they should all be test4)

Spoiler

Same pwd as always.
This time I have added the package folder as if you used the .gp4 sample that comes in it.
 
@Pepeset thx for your answer - nobody doubt your skills - we only want to understand, and see the contex. My PS4 is on 4.05 - but I dont think that this is different to 4.55 for theme files.

May you also can explain me, what the jpeg file do in your theme - in all the other themes there are no jpeg in the RAF scenes.

I also dont know what you mean with "the right PKG" - there is only one finished PKG in the package. (how it names is not important)

Do you think it is possible, that you upload another one? At last - yes I have an object (PS4.fbx - see screenshot), and I would appreciate if you can build a theme for me. I hope this fbx would work - is from a free site. thx lous78

1.jpg

Spoiler

@Pepeset GREAT now it works - thank you! :tup:
The Stonehenge Picture is sliding true ! :bananaman:

(our post where write at the same time... )
Thx again - but now I must go to bed (europe)
nice eastern
lotus78

PS: But I dont understand how it works!! ;-)
 
@lotus78 haha no worries about the picture. I checked the html code and saw it before you fixed it. So I have done a quick animation of it. I have just tested it on my ps4 and the theme_viewer.exe and it works.

Spoiler

pass = this site's name

Things to take into consideration:
--The .rar contains the original ps4.fbx, then I modified it and added the animations and renamed it to PS4_animated.fbx
--To modify it, I used Maya 2015. I just created a camera, named it "cam4" as in the index.xml, and positioned the object within the camera range. Then added the animations (there are plenty of tutorials on youtube for this).
--Then I exported it as PS4_animated.fbx, and run the theme_model_converter.exe to get PS4_animated.mdx
-This file is the one that the PS4 will look for. The PS4 does not care about the .fbx, just the .mdx
--Then I placed the .mdx with the index.xml in the scene\background.raf. Since in this case the textures are inside the .mdx itself, there is no need to add them to the folder. In the previous .pkg (what you were asking about the .jpg), I used the stonehenge_1.jpg for the texture and it was not inside the .mdx itself.
--In regards to the index.xml:
-The camera1 uses cam4 (from the .fbx) for the placement/animation/etc.
-The "model and materials" part needs to be added to tell the PS4 where to look for the model itself.
-The "actors" part is useful to tell the PS4 if the object is going to be in front of the icons of the homepage (forefront) or behind (in the background). So layer=0 tells it that the object will be in the background.
-The anim_speed is how fast the animation will play. Since I think there is a limit on how long the animation can last from the .fbx, I just play it slower and that way it looks better.

I left the rest the same way as the sample projects.
 
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