Old 26th October 2003, 16:11   #1
UnConeD
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Texer II alpha

After an afternoon of trying to iron out the final showstoppers, texer 2 is finally working . Changes with texer 1:

- Support for all blend modes (use Misc / Set Render Mode)
- Support for resizable particles
- Includes a standard bitmap (thanks Tuggummi)

And finally, it's now directly codable so this means:
- Subpixel accuracy when resizing is on
- Overlapping particles are possible
- No more disappearing particles at the edges

Get it from:
http://acko.net/t2/texer2.zip

Includes two 3D presets showing off how to use the resize ability for 3D particle rendering. Basically you set sizex and sizey to 1/z.

The help is still to-do (I mailed justin to ask if it's possible to include the standard help panel like in a superscope/dm), but you shouldn't have much trouble with it because it behaves mostly like a superscope.

It seems stable here, but crashes are always possible. However because it uses the AVS scripting library, it's possible that one of the AVS bugs can trigger when working with Texer2, and there's not much I can do about that.

Oh by the way, I need a couple of simple examples for inclusion. If anyone feels up to it .

This version is not final, but the code interface won't change anymore. Only bugfixes/additions.

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Old 26th October 2003, 17:16   #2
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Very nice! This will be incredibly useful. I just had a thought now though - is it possible to code the T2 so that you could use a buffer save as the image, or would that be too slow?
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Old 26th October 2003, 17:21   #3
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HOLY MOTHER OF GOD THAT'S THE COOLEST THING I'VE EVER SEEN

BUT

is it possible to use anything you did in this version to make a trans \ texer II?

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than history's most obscene marorders" --E. E. Cummings
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Old 26th October 2003, 17:25   #4
UnConeD
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Why would you want trans texer after this??

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Old 26th October 2003, 22:54   #5
Zevensoft
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Ahh, the perfect companion for my lighting DM

1 | 2 | 3 | 4 | 3W | 4WW
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Old 27th October 2003, 02:31   #6
horse-fly
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ahh it looks complicated...
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Old 27th October 2003, 04:33   #7
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with resizable particles its gonna take AVS to the next level. thanks a bunch.
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Old 27th October 2003, 05:29   #8
sidd
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So why the alpha-ness
what is yet to be done.

Very nice work btw.
;D
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Old 27th October 2003, 08:41   #9
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OMFG This is great! Damn, I love it. I'll try and make you some examples UnconeD.

edit:

You might want to add the var b. b=1 onbeat, else b=0. Just a thought .

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Old 27th October 2003, 09:44   #10
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Here are some examples, there is only the texer II used, nothing else (except sometimes for set render mode ). Hope you'll use them, or at least inspired you.
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File Type: zip texer ii stuff.zip (1.9 KB, 110 views)

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Old 27th October 2003, 10:16   #11
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Well I'd like to stay away from 3D except very simple examples (like in the SSC), but your oscilloscope dots are a great example of a 2D texer.

BTW if you're going to do 3D, you should use resizing, it looks much more correct.
Set sizex and sizey to 1/z.

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Old 27th October 2003, 10:17   #12
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Aww.. it causes my WA3 to crash...

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 27th October 2003, 10:57   #13
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Quote:
Originally posted by ;-c ,rattaplan
Aww.. it causes my WA3 to crash...
of course it does, since avs 2.7 is not and will never be available for winamp 3!
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Old 27th October 2003, 11:10   #14
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lol, ok. Though I liked the 3 3D Beatcircles . I'll see what I can do, but have to study some tentams (or whatever it is in english) now.

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Old 27th October 2003, 11:58   #15
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@#$!@... I knew that. I'll try it again when I'm @home (with WA2)

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Old 27th October 2003, 12:12   #16
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pretty sweet looking...
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Old 27th October 2003, 12:43   #17
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Is this more what you're looking for, or is this still to advanced?
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File Type: zip resizing circle.zip (465 Bytes, 105 views)

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Old 27th October 2003, 14:03   #18
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Another resize example
edit: use n=w/40 to make it work in all resolutions.
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File Type: zip resize.zip (344 Bytes, 96 views)

Last edited by gaekwad2; 27th October 2003 at 14:25.
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Old 27th October 2003, 17:47   #19
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Ok I uploaded a new texer:

- Fixed bug, the non-scaling render didn't draw the last column/row of an image
- Added b variable
- Included 4 examples
- Mentioned skip variable (set skip=1 to abort drawing a particle)
- Shouldn't crash on older AVSes, instead it will put out a message and refuse to work.

Daemon/gaekwad2: I modified your examples a bit to be clearer, if you don't want this just tell me and I'll remove them. I will credit you both in the help once I integrate with the rest of the AVS help.

The url is the same: http://acko.net/t2/texer2.zip

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Old 27th October 2003, 19:33   #20
sidd
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ah skip nes...

that could be handy..
care to explain how we use it?
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Old 27th October 2003, 20:21   #21
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I'd be honoured!
btw I just realized that if you size them with something/w (or h) you can make the particle size stay the same independent of resolution.
Didn't crash on 2.60 but I didn't see any message either.
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Old 27th October 2003, 20:23   #22
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In the beat-responsive circle example, you forgot to remove the point variable .

I assume the variable skip means how many beats to skip?

Again, great work

<edit>
Damn, I love it that UnconeD uses some of my work as example in this best APE yet . Thank you very much for it.

PS. In the final version, can you please credit me for it in the documentation or whatever? A personal AVS friend of me will never believe this

</edit>

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Old 27th October 2003, 20:43   #23
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gaekwad2: Well it should put a message in the init box if you add a new Texer2 to a preset in AVS2.6-. It was just a little something I added quickly, I'd expect most new presets to be broken anyway on AVS2.6.

sidd: if you set skip to 1 during the per-point code, the particle will not get drawn. Skip is reset for the next particle, so you do not need to unset it later. I thought it might be useful when speed is important to avoid drawing useless particles. And in fact Jaak suggested it as well (it was in it from the beginning, but I forgot to mention it).

Daemon: actually, if you'd look at the code, you'd notice point is used a lot. Basically, you can't use 'i' for circles w/ texer2, because I goes from 0 to 1, and so one particle would get drawn twice in additive blend. I thought of this, but decided to keep the old SSC 'i' behaviour for compatibility, and because you can get around it by making your own point-counter like I did.
And I already answered your credit question. Read more carefully .

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Old 27th October 2003, 20:48   #24
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whoops, must've read over it. The changes you made in the code are fine by me, this is indeed much better to decipher for newbies as well . About the point thingie, I missed the part that you used it in angle, so sorry 'bout that.

<edit>
I'm so honoured, I hardly dare to ask you one more thing. Please spell my name correct when adding credit to the help. It's Deamon, not Daemon. And I want to say this one more time: THIS IS A FUCKING GREAT APE! You rule, UCD, and I don't want to be a slimeball, I mean it.
</edit>

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Old 27th October 2003, 21:00   #25
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not home, and won't be able to check texer 2 (though i did dl it) out for a few days, but is it, more or less, like a super scope replacer?
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Old 27th October 2003, 21:04   #26
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Take a dot-like superscope, with a build-in trans/texer, and then multiply that with 1*10^<insert large amount of numbers here>. That's the Texer II.

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Old 28th October 2003, 00:35   #27
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w00t! Texer 2 kicks serious ass, and I anin't playing! Don't know if this is like one of the examples already given, since I haven't downloaded them yet, but here is mine, I might have gone a little bit over the top, but I think I do a good job of showing some off this Texer's feautures, i.e.-perpoint drawing, COLORS!, and resizing.

/edit
I would also like to ask if anyone could fix the aspect ratio parts, I don't know if I did them right off the top of my head, and I slso did not put any on the X or Y variables, just on sizex and sizey.
/edit
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Old 28th October 2003, 05:34   #28
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OMFG! I just love this ape! Great work UCD

Just a question: will the final version support jpg and gif files (maybe even animated ones?)


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Old 28th October 2003, 06:42   #29
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The correct resize formuls is w/something, of course.
I used it on S_T's example and now it works in all resolutions even without maxblend.
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Old 28th October 2003, 10:34   #30
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Man this ape is sick . You make kick ass presets, but your apes, this is where your skils realy blast off. And its fucking fast as well. There was a strange thing that happend yesterday when i tried it out (i couldnt resist even though im being crushed by giant piles off work). I tried to use it as a render for a raytraced picture (just ported the VissBizz code and made the grid cover the screen to get a 50*50 picture) and even when i turned off color check and resizeing some points didnt get rendered (the ball). I used 'k' to set the size of pictures (which gave some sort of a raster image. How come they didnt draw? I couldnt experiment more because of lack of time but I thought that if I turend both options off the damn thing should be picturles (all points same size and color). I gues I dont get the thing .
I know I shouldnt bug you with this but isnt this code allmost a ssc, could you make one with codable line width.I gues all thats missing is a decent line function. Am I wrong? Please tell if I am so that I can get the idea out of my head.

And the most important thing, thank you.

p.s. the bitmap menu going out off the config looks cool.

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Old 28th October 2003, 11:08   #31
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JPGs would be mostly useless because it deals with small pictures usually. I won't implement GIF support for various reasons, though I might consider PNG/MNG if I can get that to work.

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Old 28th October 2003, 19:12   #32
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this is pure leetness Thank you UCD !
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Old 28th October 2003, 20:31   #33
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Will the final version be integrated with the 'gear' that comes standard with AVS? D'you think you can get Justin to that?

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Old 28th October 2003, 23:38   #34
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The question is, do I want to give away the code I worked a LOT of time on to a company owned by AOL?

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Old 29th October 2003, 02:08   #35
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it comes down to that..

i would keep it..
plus it would just be a headfuck if you suddenly need to update it.
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Old 29th October 2003, 05:19   #36
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Bug detected:

Loading huge pictures will cause Winamp to crash. I currently use the Wa2.91 with avs2.7pre8.

This is not really a problem because why the hell would someone like to texer a 800*600 image? But sometimes i accidently picked one and its fucking annoying to loose your code...

I guess that texerII is not able to buffer such big images.

Either please preread the size and pop up a message if it is above a certain size saying that it cannot be loaded or fix it so it will work with any size.

thnx


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Old 29th October 2003, 08:38   #37
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I gues your anvser is no

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Old 29th October 2003, 09:13   #38
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@fsk: why would you like to draw lines?
This ape is just for point drawing purposes, those points will get replaced with a picture of your choice and resized by code.

Try to create a line ssc and then add a trans/texer(I) to the scope this is what it would look like what you're requesting...


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Old 29th October 2003, 09:43   #39
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I asked for a seperate ssc2 ape and i asked because i think Steven would write a line comand faster than I can spell my nick and because the curent ssc sucks and I have a feeling Justin aint gonna fix it.

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Old 29th October 2003, 11:35   #40
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Oh, i didn't got that.
So your request goes here i think


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