Old 11th June 2008, 22:53   #121
Nanakiwurkz
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no
send them to jheriko and he will send them to me if he wants to.
i was only submitting myself if that need arises.
lol
but if you want i need some remix material so send a copy or two my way please.

As far as idiots go i'm not sure.
But as far as genius goes again i'm not sure. Now when it comes to imagination now thats another story.
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Old 12th June 2008, 00:39   #122
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lol You said that avs make your system equal to crap, didn't you?:P Nevermind i'll send one of my originals If you send me one of yours!XD (nothing's free)
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Old 12th June 2008, 02:58   #123
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how many remixes are we to send in? i recieved 3 originals and have completed remixing 2, working on a thrid.
should i send all three in or just 2?
i'm asking because all the previous WFC's it was 2 originals and 2 remixes.

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Old 12th June 2008, 04:04   #124
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its pretty much how many you want and jheriko will filter them out.

As far as idiots go i'm not sure.
But as far as genius goes again i'm not sure. Now when it comes to imagination now thats another story.
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Old 12th June 2008, 15:52   #125
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i think it should be 2 remixes only, select the best yourself or have the compiler-person selct two of them...

i could be the one to compile it if j is unavailable. i'd happily do that deadline in my book is end of june, correct? extensions would be fine with me, since uni is cracking down on me
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Old 16th June 2008, 12:20   #126
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sending my remixes in!

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Old 16th June 2008, 12:46   #127
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i will hold off till it gets nearer the deadline... hopefully my problems will be fixed by then.

Thanks to all who have submitted so far.

-- Jheriko

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Old 26th June 2008, 13:04   #128
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Any news?
(like "we are alive yet and the life cannot be happier" or "will the pack be released in few days/weeks/months?")
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Old 2nd July 2008, 12:39   #129
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i have to admit that i have done no avs work for the wfc7 in the recent weeks, and i will try to do that this weekend. (the first one in some weeks that i am home :P)
university is really keeping me busy and since it's so math-heavy i have little inclanation to fiddle with code and functions for hours on end... i'll be more active on the scene in august/september when i have vacation.

but i'll do sth this weekend, so if you could hold on a little longer, i'm sorry

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Old 4th July 2008, 23:43   #130
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I resent my remixes because i had few little changes that i made on them. I wish everybody nice (or easier) summer.
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Old 6th July 2008, 23:34   #131
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jheriko, send the pack out anytime now it doesn't matter...
(remixing presets that contain just render-effects is hard and tedious)
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Old 7th July 2008, 11:26   #132
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yeah. i have been ill lately and also work internets have even been sketchy.

still can't connect at home, but hopefully getting sorted out this week.... fingers crossed.

if anyone wants to take over thats fine with me... sorry about the total failure on my end. i had all the best of intentions but it seems that the fates have conspired against me.

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Old 7th July 2008, 17:47   #133
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send them to me. i sent you an e-mail...
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Old 9th July 2008, 08:14   #134
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hard without an internet connection. :P

luckily my internet is being fixed today... so hopefully it will all be working when I get home and this will be a non-issue.

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Old 11th July 2008, 11:42   #135
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All fixed now. I will put everything together this weekend... prolly sunday as I am out all day on saturday...

Hopefully nothing will go wrong in the meantime.

Sorry for the delay to all.

-- Jheriko

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Old 15th July 2008, 11:50   #136
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downloaded some of the presets last night. dunno if i have all yet... but was too tired. gonna put together the installer tonight.

finally, eh?

-- Jheriko

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Old 15th July 2008, 17:02   #137
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fucken w00t!

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Old 15th July 2008, 18:27   #138
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yeah, yeah.. and then the internet is down again
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Old 16th July 2008, 08:01   #139
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i'll say a week before we see a download link

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Old 17th July 2008, 08:56   #140
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"some of the presets"... oh my

actually i'm pretty excited for it to come! grr
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Old 17th July 2008, 19:24   #141
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sorry

anyway i have the remixes but there aren't very many... did everyone send them to me yet?

i only have the ones from micro d and mr nudge...

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Old 18th July 2008, 12:15   #142
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hurricane and me didn't send any, so don't wait for us... :/
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Old 21st July 2008, 12:42   #143
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i'm going to assume this is it then... nevermind, eh?

at least this pack won't be saturated with remixes.

-- Jheriko

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Old 21st July 2008, 14:33   #144
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lets see an installer already!

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Old 22nd July 2008, 12:42   #145
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i am with my gf tonight... but if i get time after i will pimpbot it and get it up on deviantart and submitted to winamp. otherwise it will be there tomorrow when i get home from work.

this pack is going to be pretty awesome.

-- Jheriko

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Old 24th July 2008, 01:55   #146
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http://winamp-forums.deviantart.com/...ion-7-92611123

easy now

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Old 24th July 2008, 05:06   #147
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hot damn. i'm quite impressed with microD and Nwurkz stuff amongst everyone else. great work! would have been nice to have more people take part though.

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Old 24th July 2008, 15:14   #148
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Quote:
Originally posted by Mr_Nudge a week ago
i'll say a week before we see a download link
lol, he was right.

My faves:
Jheriko - Intro
Micro D - Blockfucker

Great work, everybody.

Jesus loves you [yes, you] so much, he even died for you so that you will not need to die, but live forever
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Old 24th July 2008, 17:36   #149
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not as great as past releases, but microD's stuff is outstanding! i hope his own upcoming releases will match that quality!
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Old 27th July 2008, 08:21   #150
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Quote:
Originally posted by Mr_Nudge
hot damn. i'm quite impressed with microD and Nwurkz stuff amongst everyone else. great work! would have been nice to have more people take part though.
I was most impressed with your stuff Nudge. even tho 3 of them were from Nudge V_10 as re-works.

lol
like i care tho.
your re-works are so far different each time they are virtually new presets
lol.

and the fact you said my stuff was impressive just made my day.
D.N.A was prolly the most hardest and single most worked on preset i ever did.
try 3 months of tinkering.
mostly due to me not picking up avs for a month and the rest for lazyness. i had to relearn everything using my presets.

also i say this.
woooooooooooooooooooooooot!!!
Jheriko i love yer winamp icon it is so beautiful.
now i feel like trashing it with remix galore
lol.
ok maybe i'll kill the starfield and add some of my usual pizaz.

As far as idiots go i'm not sure.
But as far as genius goes again i'm not sure. Now when it comes to imagination now thats another story.
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Old 27th July 2008, 08:53   #151
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lol
ok ok its not much better then Jheriko's original.
but at least its cool looking
Jheriko please don't kill me.
Attached Files
File Type: zip wfc7 - 10 - jheriko - iconic(nanakiwurkz edit).zip (1.8 KB, 272 views)

As far as idiots go i'm not sure.
But as far as genius goes again i'm not sure. Now when it comes to imagination now thats another story.
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Old 28th July 2008, 12:26   #152
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Quote:
Originally posted by Nanakiwurkz
D.N.A was prolly the most hardest and single most worked on preset i ever did.
It paid off... its one of the best presets I've seen for a while... way beyond the standard that I was expecting from you to be honest.

I'll check the remix later. The starfield was there so that an easy remix could have been made by changing it to something good, so I probably won't be doing any killing today...

-- Jheriko

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Old 29th July 2008, 19:50   #153
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Quote:
Originally posted by jheriko
It paid off... its one of the best presets I've seen for a while... way beyond the standard that I was expecting from you to be honest.

I'll check the remix later. The starfield was there so that an easy remix could have been made by changing it to something good, so I probably won't be doing any killing today...
let me guess.
it brought back memories of your long lost DNA Analysis presets for the days of old.


tell you one thing the triangles thing was a pain in the butt to get to move right seeing as i had to make all the rotation matrices by hand.

As far as idiots go i'm not sure.
But as far as genius goes again i'm not sure. Now when it comes to imagination now thats another story.
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Old 1st August 2008, 15:51   #154
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don't complain at me about rotation matrices. you won't get sympathy. if you find the actual matrices hard to remember then use the correct, easy to remember form:

c1 = c1*cos(rc3) - c2*sin(rc3);
c2 = c1*sin(rc3) + c2*cos(rc3);

c1,c2 are two of the coordinate axes and rc3 is the rotation about the third axis. remember that you should cycle the coords, e.g. do x,y around z, then do z,x around y, then do y,z around x. if you try doing x,z you will hit a snag.

another tip: if you have a load of identical rotations, rotate the basis vectors then transform. i.e. rotate X = {1,0,0} Y = {0,1,0} and Z = {0,0,1} into components so that the rotating X gives rX = {rXx, rXy, rXz}, Y gives rY = {rYx, rYy, rYz} and rZ = {rZx, rZy, rZz}. You can then convert an x,y,z in the original coordinate system into a new, rotated, x',y',z' based on the new basis vectors:

x' = x*rXx + y*rYx + z*rZx;
y' = x*rXy + y*rYy + z*rZy;
z' = x*rXz + y*rYz + z*rZz;

saves one multiplication per point at the cost of a rotation matrix per frame, and this is for each rotation used. since its possible to combine multiple rotations (but not translations) on frame and recreate the results by using this same method. (rotate X,Y,Z more than once to produce the rX, rY and rZ components).

this can be extended to include translations as well, provided that you store an extra set of components to describe them and you rotate these vectors too.

not sure if this helps, but i'm guessing that this was part of the problem... the great thing about working with basis vectors is that you effectively rotate the whole space at once, rather than each point one at a time, so you can store the basis vectors in registers/megabuf and reuse them as you wish. the result is a little more efficient, and easier to reproduce, than using the 3 2x2 matrices normally used (3 muls less), and although its fractionally less efficient (per frame only) as the 3x3 matrix its a lot easier to remember.

on second thoughts... this is all quite a lot to remember. sorry. :P

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Old 1st August 2008, 17:59   #155
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Quote:
Originally posted by jheriko
don't complain at me about rotation matrices. you won't get sympathy. if you find the actual matrices hard to remember then use the correct, easy to remember form:

c1 = c1*cos(rc3) - c2*sin(rc3);
c2 = c1*sin(rc3) + c2*cos(rc3);

c1,c2 are two of the coordinate axes and rc3 is the rotation about the third axis. remember that you should cycle the coords, e.g. do x,y around z, then do z,x around y, then do y,z around x. if you try doing x,z you will hit a snag.

another tip: if you have a load of identical rotations, rotate the basis vectors then transform. i.e. rotate X = {1,0,0} Y = {0,1,0} and Z = {0,0,1} into components so that the rotating X gives rX = {rXx, rXy, rXz}, Y gives rY = {rYx, rYy, rYz} and rZ = {rZx, rZy, rZz}. You can then convert an x,y,z in the original coordinate system into a new, rotated, x',y',z' based on the new basis vectors:

x' = x*rXx + y*rYx + z*rZx;
y' = x*rXy + y*rYy + z*rZy;
z' = x*rXz + y*rYz + z*rZz;

saves one multiplication per point at the cost of a rotation matrix per frame, and this is for each rotation used. since its possible to combine multiple rotations (but not translations) on frame and recreate the results by using this same method. (rotate X,Y,Z more than once to produce the rX, rY and rZ components).

this can be extended to include translations as well, provided that you store an extra set of components to describe them and you rotate these vectors too.

not sure if this helps, but i'm guessing that this was part of the problem... the great thing about working with basis vectors is that you effectively rotate the whole space at once, rather than each point one at a time, so you can store the basis vectors in registers/megabuf and reuse them as you wish. the result is a little more efficient, and easier to reproduce, than using the 3 2x2 matrices normally used (3 muls less), and although its fractionally less efficient (per frame only) as the 3x3 matrix its a lot easier to remember.

on second thoughts... this is all quite a lot to remember. sorry. :P
@_@
@_@
@_@
@_@
@_@
@_@
@_@
*spins around in confusion.
i was complaining.
i had to relearn half of the math stuff i learned in avs so it was sorta hard to do.
that and i had to translate 3 axis of movement in the triangles to a 2D screen not the easiest thing in the world for seeing as i'm not a mathmetical genius as you and UnConed are.

:-P

anyway thanks for the small lesson i'm sure i'll figure it out someday.........*faints from trying to calculate it
X_X

As far as idiots go i'm not sure.
But as far as genius goes again i'm not sure. Now when it comes to imagination now thats another story.
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Old 7th August 2008, 12:46   #156
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its easier if you don't take the attitude of "i'm not a mathematical genius" use google and copy equations. you don't need to understand them all that much.

if you can lose that attitude you are halfway to finding maths easy. you have the capacity for it... your brain solves a relatively complicated mathematical problems several times a second... orders of magnitude more complicated than the kind of crap avs requires. so you do have the capacity for it... most of us all do.

for the matrices though just try to remember that it is cos - sin, sin + cos. that saves me looking it up every time

it has other nice properties too, e.g. the first is the negative of the second and vice versa. cos(-x) = -cos(x) = cos(x).

the "correct" circle formula in radial coords is x = cos(r), y = sin(r), lining up with the matrix

if you go round clockwise you get a 90 degree rotation at each "step"

cos(r) - sin(r) = cos(r) + cos(r + 90deg)
sin(r) + cos(r) = cos(r + 270deg) + cos(r + 180deg)

so no actual need to use the sin function ever... its just a notational convenience.


i used to find remembering the rotation matrices hard too. in fact i used to universally despise matrices... but thats another story altogether. (where the hell does that multiply really come from, eh? at least i know now. )

-- Jheriko

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Old 8th August 2008, 19:27   #157
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Good job getting the pack out at last

Nanakiwurkz most of what you are discussing is covered in the programming guide, I recommend you look there for an AVS-centric guide to rotation matrices.

http://PAK-9.deviantart.com

...innit
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Old 11th August 2008, 15:40   #158
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i lied there. cos(-x) = cos(x) and sin(-x) = -sin(x). sorry.

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Old 12th August 2008, 05:23   #159
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i was wondering whether i should say anything about that ...
Quote:
i lied there. cos(-x) = cos(x) and sin(-x) = -sin(x).
lol quotethed the

i am not normal, no really.
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