LogoLogo
简体中文
简体中文
  • 主页
  • 联系我们
  • 感谢名单
  • 维基101 - 如何开始?
    • 修改指南
      • 如何备份,解包和重新打包
      • 如何配置修改用一个工作环境
      • 修改工具
        • 如何使用RSPNVPK
        • 资源
          • 游戏目录
          • BSP
            • BSPSource
            • BSP Viewer
            • BSP2MAP
            • BSPZIP
            • EntEd
            • Entspy
            • Map Analyst
            • PackBsp
            • Pakrat
            • VBSP_h4xed
            • VIDE
            • VMEX
            • WinBSPC
            • WinBSPZip
          • Hammer
            • 位移Luxel密度
          • VTF & VMT
            • VTFEdit
            • Vtex
              • Vtex - 编译参数
              • Vtex - 疑难解答
  • 信息
    • 纹理
      • Valve纹理格式-VTF
        • 创建材质
        • 创建动画粒子
        • 修改动画粒子-Wanty的方法
      • Valve材质类型-VMT
      • 纹理和颜色
        • 颜色和纹理信息
      • 着色器
        • $basetexture
        • $color
        • $reflectivity
        • 材质标志
      • 反照率贴图
      • 凹凸贴图
        • $bumpmap
        • $ssbump
      • 立方环境贴图
      • 光照贴图
      • 矢量材质
      • 纹理映射
      • 内容丢失
      • 基础天空盒
        • 2D天空盒
        • 3D天空盒
    • 脚本
      • 关键值
        • Gameinfo.txt
        • 武器配置
      • VScript
    • 文件格式
      • NUT & GNUT-Squirrel游戏语言
      • PSD-Photoshop文档
      • TGA-Truevision图像文件
      • TXT-文本文件
      • VPK-Valve包文件
    • 文件位置
      • VPK
      • 武器
        • 武器模型
        • 武器脚本
        • 武器配置
      • 模型
        • 模型-天空背景
        • 铁驭
          • 模型-铁驭能力
          • 模型-铁驭武器
        • 泰坦
        • 模型-引导标志
        • 模型-容器
        • 模型- Fixtures
        • 模型-IMC基础
        • 模型-工业
        • 模型- 虎大前进基地_live_fire
        • 模型-NPC
        • 模型-边境防御
  • 修改
    • 武器
      • 自定义武器皮肤
        • 使用\应用自定义武器皮肤
          • VTF文件制作
        • 制作武器自定义皮肤
          • 2D图像线框渲染模式(Wireframe mode)
        • 武器自定义皮肤样例
      • 武器效果
      • 准星修改
        • 批量修改准星
        • 准星样例
      • 武器定位
      • 武器视野
      • 一键更换武器视野
      • 特殊/独特武器修改
        • 电能步枪-电弧枪
        • 电能步枪-蓄力颜色
        • LSTAR-蓄力颜色
    • 铁驭
      • 模型-铁驭类
    • 泰坦
      • 泰坦的穹顶护盾
      • 北极星
        • 线缆-钩爪和绊索陷阱
        • 电浆磁轨炮-蓄力特效
        • 北极星-重力特效
        • 北极星-铝热剂特效
      • 浪人
        • 剑封颜色
      • 军团
        • 强大火力-蓄力颜色
      • 离子
        • 镭射炮-蓄力颜色
        • 漩涡防护罩颜色
    • 地图
      • 地图-天空背景
      • 地图-立体地图
      • 战争游戏
        • 全息墙颜色
    • 用户界面
      • 游戏文本修改-r1_language
      • 游戏中
        • 计分板背景
      • 菜单
        • 暂停菜单模糊
        • 主菜单背景
        • 网路-菜单
        • 新闻和聚焦
        • 设置
          • 控制
          • 按键设置
    • 声音
      • 击杀音效
      • 大厅背景音乐
    • 杂项
      • 电缆-滑索
      • 马文机器人-胸部显示屏
      • 脉冲刀范围特效
      • 被声呐探测到的效果
      • 模型-炸蛛
      • 尼斯湖水怪模型
  • 脚本数据
    • 准星
    • 特效(FX)
    • 特效
      • 特效-铁驭
        • 特效-铁驭武器
          • 特效-突击步枪
          • 特效-冲锋枪
          • 特效-轻机枪
          • 特效-狙击步枪
          • 特效-散弹枪
          • 特效-榴弹发射器
          • 特效-副手武器和手枪
          • 特效-反泰坦武器
          • 特效-特殊武器
        • 特效-铁驭投掷物
          • 特效-电弧效果
          • 特效-飞火星
          • 特效-重力星
        • 特效-铁驭能力
      • 特效-泰坦
        • 特效-离子
        • 特效-强力
        • 特效-北极星
          • 特效-电浆轨道炮
          • 特效- Holo Railgun
          • 特效-毒蛇
        • 特效-帝王
          • 特效-Monarch Beam
        • 特效-浪人
        • 特效-烈焰
          • 特效-铝热剂发射器
          • 特效-Meteor First
          • 特效-火墙
        • 特效-军团
      • 特效-NPC和炮台
        • 特效-NPC
          • 特效-无人机
          • FX - Drone Cloak
          • FX - Drone Frag
          • FX - MRVN
          • FX - Mortar
          • FX - Holo Spectre
        • 特效-炮台
      • 特效-杂项和未知项
        • FX - Holo Map
        • FX - Beacon
        • FX - Skybox
          • FX - Skybox 1K
          • FX - Skybox Carrier
          • FX - Skybox Creature
          • FX - Skybox Nuke
          • FX - Skybox Station Traffic
        • FX - Skyway
        • FX - Dev
          • FX - Bug Repro
        • FX - Droppod
        • FX - Scan
      • 特效-原始数据
        • FX - EMP
        • FX - Env
        • FX - Grenade
        • FX - Harvester
          • FX - Coop Harvester FX
        • FX - HUD
          • FX - HUD AR FX
          • FX - HUD AR Impacts
          • FX - HUD AR Lines
          • FX - HUD AR Ordinance
          • FX - HUD AR Pings
          • FX - HUD AR Titandroppoint
        • FX - Impact
          • FX - Impact FX EXP Cutom
        • FX - Light
        • FX - Orbital Strike
        • FX - Projectile Plasma
        • FX - Reload
        • FX - Shell Eject
        • FX - Smoke
        • FX - Tracers
        • FX - Weapon
          • FX - Arc Cannon
          • FX - Dragonbreath
          • FX - Flamethrower
          • FX - Malta Gun
          • FX - Triple Threat
    • 声音
      • 声音-默认语音
      • 声音-铁驭
        • 铁驭武器
          • 突击步枪
          • 冲锋枪
          • 轻机枪
          • 狙击步枪
          • 散弹枪
          • 榴弹枪
          • 副手武器及手枪
          • 反泰坦武器
        • 铁驭投掷物
        • 铁驭能力
      • 声音-泰坦
        • 声音-离子
        • 声音-强力
        • 声音-北极星
        • 声音-帝王
        • 声音-浪人
        • 声音-烈焰
        • 声音-军团
      • 声音-无人机和NPC
        • 声音 -巨型炮塔
      • 声音-杂项和未知项
        • 声音-电弧炮
        • 声音-电弧枪
        • 声音- Flamethrower
        • 声音- Triplethreat
    • 图标和HUD
      • 菜单
        • 私房加载界面
        • 私人比赛
        • 计分板
  • 修改样例
    • 低配模式
    • 无HUD修改
  • 导出资源
    • 导出地图
    • 导出模型
    • 使用Legion的方式导出
  • 资源
    • 纹理库
Powered by GitBook
On this page
  • 文件格式规范
  • 文件头
  • 颜色模式数据部分
  • 图像资源部分
  • 图层和遮罩信息
  • 图层信息
  • 图像数据

Was this helpful?

  1. 信息
  2. 文件格式

PSD-Photoshop文档

PSD, Photoshop Document, represents Adobe Photoshop's native file format used for graphics designing and development.

PSD, Photoshop Document, represents Adobe Photoshop's native file format used for graphics designing and development. PSD files may include image layers, adjustment layers, layer masks, annotations, file information, keywords and other Photoshop-specific elements. Photoshop files have default extension as .PSD and has a maximum height and width of 30,000 pixels, and a length limit of two gigabytes.

文件格式规范

Data in a PSD file is stored in big endian byte order. This implies swapping the short and long integers when reading or writing on Windows platform. The Photoshop file format is divided into five major parts. It has many length markers that can be used to move from one section to the next. The length markers are usually padded with bytes to round to the nearest 2 or 4 byte interval. The five major parts are:

  • File Header

  • Color Mode Data

  • Image Resources

  • Layer and Mask Information

  • Image Data

For conformance, data should be written to all these fields in the section, as Photoshop may try to read the entire section. It also implies that zeroes be written to skipped fields while writing to a file. The length field in the length-delimited sections should be used to decide when to stop reading. In most cases, the length field indicates the number of bytes, not records, following. The following points need to be remembered while reading a file.

  • The values in "Length" column in all tables are in bytes.

  • All values defined as Unicode string consist of:

  • A 4-byte length field, representing the number of characters in the string (not bytes).

  • The string of Unicode values, two bytes per character.

文件头

The file header contains the basic properties of the image.

Length

Description

4

Signature: always equal to '8BPS' . Do not try to read the file if the signature does not match this value.

2

Version: always equal to 1. Do not try to read the file if the version does not match this value. (**PSB** version is 2.)

6

Reserved: must be zero.

2

The number of channels in the image, including any alpha channels. Supported range is 1 to 56.

4

The height of the image in pixels. Supported range is 1 to 30,000.

4

The width of the image in pixels. Supported range is 1 to 30,000.

2

Depth: the number of bits per channel. Supported values are 1, 8, 16 and 32.

2

The color mode of the file. Supported values are: Bitmap = 0; Grayscale = 1; Indexed = 2; RGB = 3; CMYK = 4; Multichannel = 7; Duotone = 8; Lab = 9.

颜色模式数据部分

The color mode data section is structured as follows:

Length

Description

4

The length of the following Color data

variable

The color data

Color mode data is available only for indexed color and duotone as defined by the mode field in the File Header section. For all other modes, this section is represented by 4-byte zeroed values. For Indexed color images, the length is 768 and the color data contains the color table for the image, in non-interleaved order. For Duotone images, color data contains the duotone specification (the format of which is not documented). Other applications that read Photoshop files can treat a duotone image as a gray image, and just preserve the contents of the duotone information when reading and writing the file.

图像资源部分

The third section of the file contains image resources. It starts with a length field, followed by a series of resource blocks.

Length

Description

4

Length of image resource section. The length may be zero.

Variable

Image Resources (Image Resource Blocks)

Image resources are used to store non-pixel data associated with images such as pen tool paths. They are referred to as resource blocks because they hold data that was stored in the Macintosh's resource in early versions of Photoshop.The basic structure of image resource blocks is as shown below:

Length

Description

4

Signature: '8BIM'

2

Unique identifier for the resource. Image resource IDs contains a list of resource IDs used by Photoshop.

Variable

Name: Pascal string, padded to make the size even (a null name consists of two bytes of 0)

4

Actual size of resource data that follows

Variable

The resource data, described in the sections on the individual resource types. It is padded to make the size even.

Image resources use several standard ID numbers.

图层和遮罩信息

The fourth section of a Photoshop file contains information about layers and masks such as number of layers, channels in the layers, blending ranges, adjustment layer keys, effects layers, and mask parameters. If there are no layers or masks, this section is represented by zeroed 4-byte field. Special attention needs to be paid to the length of sections while reading this section due to the zeroed values. The arrangement of Layer and Mask section is as follow:

Length

Description

4

Length of the layer and mask information section. (**PSB** length is 8 bytes.)

Variable

Layer info

Variable

Global layer mask info

Variable

Series of tagged blocks containing various types of data.

图层信息

The following table shows the high-level organization of the layer information.

Length

Description

4

Length of the layers info section, rounded up to a multiple of 2. (**PSB** length is 8 bytes.)

2

Layer count. If it is a negative number, its absolute value is the number of layers and the first alpha channel contains the transparency data for the merged result.

Variable

Information about each layer. See Layer records describes the structure of this information for each layer.

Variable

Channel image data. Contains one or more image data records for each layer. The layers are in the same order as in the layer information

图像数据

The image pixel data is contained in the Image Data section of the file. Arrangement of data in Image Data section is in planar order i.e. first all the red data, then all the green data, etc. Each plane is stored in scan-line order, with no pad bytes, The image data section is arrange in a format as shown in the following table.

Length

Description

2

Compression method:

0 = Raw image data

1 = RLE compressed the image data starts with the byte counts for all the scan lines (rows * channels), with each count stored as a two-byte value. The RLE compressed data follows, with each scan line compressed separately. The RLE compression is the same compression algorithm used by the Macintosh ROM routine PackBits , and the TIFF standard.

2 = ZIP without prediction

3 = ZIP with prediction.

Variable

The image data. Planar order = RRR GGG BBB, etc.

PreviousNUT & GNUT-Squirrel游戏语言NextTGA-Truevision图像文件

Last updated 3 years ago

Was this helpful?

Source: Reference:

https://wiki.fileformat.com/image/psd/
PSD File Format Specifications - By Adobe
Adobe Photoshop File Format