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farbrausch demo tools open source

category: code [glöplog]
sorry to have seen that... but you can switch linkedin in mainplayer.cpp and change the filename of the .kx to load in the apphandler. it's actually "id08.kx" per default. ;)
added on the 2012-04-21 00:15:27 by yumeji yumeji
Wow! Thanks for sharing, man. I never knew that. Gonna try these trix asap!
As soon as you are online, maybe you could you could briefly comment on this:
My test kx file doesn't have any reference to a sound file in WZ demo settings. Is that 'obligatory' for the .k (and subsequently .kx) file to refer to a sound file be played in the demo player? I mean, can I play 'mute' files?
yumeji , ryg
Got the player working! Just renamed my test file to id08.kx (did it the fastest way :) Thanks. Apparently, the demo player plays the kx file ~3 times faster than it (.k) is played in WZ. What could be the cause of that?
you typoed some numbers into vs for the compile or you timed the demo wrong. not sure. maybe the bpm is screwed. ~3 times looks like a numeric PI value error. dunno if the numbers of cores do actually effect time or anything like that these days. so..... wait for ryg to asnwer he might know better.
added on the 2012-04-21 01:00:24 by yumeji yumeji
Tried the Render Video trick. No luck so far... In WZ3 I save the file, press S on root op, go to File->Render Video, hit F5 and nothing happens except WZ starts playback. No log window. I tried that with .ogg file refernced as the song in demo settings and no result too :-((
ryg, yumeji
Thank you guys for enlightening such dumb ass as me :-))
Have been trying the "filename on command line" version. No luck without changing the source files. It's sad to go the hard way...
Timing always goes off sound (and nothing else!) in Wz3. I doubt that a silent file will work properly. Might be the cause for your speed issues right there.
added on the 2012-04-21 01:46:16 by ryg ryg
Hmm... Sounds confusing. What about the BPM and the Song length can I set manually in Demo settings? Are these settings just 'complementary' to the actual .ogg file length and tempo? I thought they were there to manually match the timing (beat) of .ogg with WZ3 internal timing. Must they match precisely (i.e. can I, say, make my demo shorter or longer than the .ogg song)? Maybe you could shed some more light on this relationship?
OGG contains no information about the tempo of the song, and neither does V2M. The BPM value is there just to match the amount of Wz3 ticks (one tick = 1/65536 beat) to the number of samples played. The song length is configurable so you can let the demo run for longer than the song - mostly used to add an extra bar or so of black after the demo is over so you don't instantly get a video mode switch after the last frame was shown.
added on the 2012-04-21 02:27:53 by ryg ryg
OK. Then how can the absence of OGG song (containing no tempo info) influence the speed of kx playback in player?...
OK, skrew that. You must be annoyed with my questions :-). In fact I am trying to find the easiest possible way to render my WZ ideas in AVI files. Too bad the 'Render Video' way doesn't work for me...
Or maybe you could see what you can do with 'Render Video' problem?
Great many thanks anyway.
skinnytorus: Absence of a sound file (which in this case has to be V2M, since that's what the player is compiled for by default now!) doesn't influence the speed of playback. However, if you're not playing back a song, the sound engine will just loop a single 2.97s long (131072 samples @ 44.1kHz, if you care deeply) silent buffer, so playback will keep looping the first ~3s, which if your animation is a loop and self-similar might look like it's looping fast. It should always be the exact same speed as in the tool though, assuming you're actually showing the root op and not something different. Internally "Time" is just a variable and some ops can (and will!) modify it for certain subtrees during execution, so there's some potential for shooting yourself in the foot here.

The Render Video thing was written ages ago and never really exercised after I wrote kkapture, so it might well be broken at this point. (The last time I remember someone using it was for fr-038: theta, late 2004)
added on the 2012-04-21 06:11:42 by ryg ryg
i've slighty modified wz3player to run a .kx file named wz3 :


added on the 2012-04-21 11:53:06 by ikam ikam
it seems to me that the supposed original plan for "let's just throw them all the source so they stop asking for support" isn't working out that well :P
added on the 2012-04-21 13:59:03 by Gargaj Gargaj
Finding answers reveals even more questions ;)
added on the 2012-04-21 14:03:10 by Puryx Puryx
I can understand FR guys. Answering dumb questions of people unable to read code must be tedious... But actually, all I want is to make the WZ pipline work for me just once. After that, most of the dumb questions will pass away automatically ;)).

I might be wrong, but I just believe that releasing these tools the guys didn't mean them to be used by C++ gurus only. It's all about art, isn't it? ;)
no tools without a bit of coding. ;) but hey... for me it works and really stable.

will see if i can get the render video working and get the build up somewhere, when i removed all the skin stuff and maybe get some demo export done.
added on the 2012-04-21 19:21:26 by yumeji yumeji
I appreciate your assistance! Please, keep us posted on your progress!
Still fighting with the demo player. ;-)
As I can see, the command line approach works for you. Maybe, you could tell what I'm doing wrong?

1. In werkkzeug3/player_demo/demo_config.hpp I toggle sLINK_OGG to1 and sLINK_VIRUZ2 to 0.

2. I build the demo player with VC++ 2010 Express and yasm.

3. I place the player_demo.exe, the test.kx file, and the corresponding ogg file (not the .raw file wz generates) in the same directory.

4. In total commander's command line I write 'player_demo.exe test.kx' (without quotes) and get the 'need data file' error... :((
OK, people.
I gave up on trying to understand how to make the player to repond to 'player_demo.exe test.kx' command and went the hard way. And you know what? I did it! And even with .ogg sound and with the right timing! :)

As it turned out, the cause of the fast timing was that I had no Event operator before Demo root (I thought I didn't need it for a simple rotating cube scene). So, I put the Event along the Demo root in the Timeline, saved, exported kx, compiled the player using the hard way ryg suggested above, and... Ta-daaa!.. Got the right timing in the compiled demo! Then kkaptured it, and voila - a rendered AVI file with sound! :-))
Big Thanks to the fr guys fir that
@ryg : compile is ok - demo runs - special thanks for the hints

debris project *.k file is loaded on wz3 and then exported to *.kx
v2m information is on *.kx included too.
size of compiled executable ~980 kbyte, after compression with kkrunchyasm7)~240kbyte, so i expect the final debris demo is created in (Intro mode) ?
the important question is, on start of compiled demo.exe is no check/uncheck function for shadow. the demo runs, but without calculated shadows.

Thanks for answer`s

added on the 2012-04-21 23:58:50 by quickyman quickyman
no, debris uses demo not intro builds. but the player in the repository links pretty much everything by default. once you disable sLINK_OGG, sLINK_PNG and sLINK_FRIED in demo_config.hpp, you should be down to about 500k, and maybe 170k packed. Once you edit demo_oplist.cpp to only reference operators we actually use, it should be closer to 120k packed.

As for the dialog boxes, again, you need to edit the source. The dialog box elements are there in demo_resource.rc but commented out, and the same with the corresponding config code on the player side in _start.cpp.
added on the 2012-04-22 00:16:46 by ryg ryg
yeah. the code is the key. i noticed.

i guess it's to write a tool function to output the used ops when done and a smallie to compile a header from it so you're also fast at kkrunching the custom compiled player for the release.

nice pipeline if you think about it. btw ;)
added on the 2012-04-22 00:52:48 by yumeji yumeji
sLINK_OGG, sLINK_PNG and sLINK_FRIED in demo_config.hpp are disabled (0) - result is 969kbyte -> compressed 236kbyte (demo runs) -- ok however ;)
added on the 2012-04-22 01:12:53 by quickyman quickyman
remove references to the "loadpng" and "fried" projects from project_demo too.
added on the 2012-04-22 01:36:35 by ryg ryg


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