Old 2nd December 2002, 05:22   #1
Jaheckelsafar
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Someone had to do it.

I figued it would only be a matter of time before someone did this. Thought it may as well be me.
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File Type: zip fire.zip (468 Bytes, 180 views)

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Old 2nd December 2002, 06:48   #2
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Hmmm thanks to Convolution and Color Map I think we're going to see some new stuff soon

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Old 3rd December 2002, 06:57   #3
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Nice But by itself it's kinda boring...gonna do anything else with it?

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Old 3rd December 2002, 13:59   #4
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Thought I might recreate the intro to my first pack as the intro to my second, only looking much nicer.

The fire doesn't like to work in anything other than 320x200 though.

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Old 3rd December 2002, 19:51   #5
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Looks cool! I've been trying that since about when I started working with AVS, never really succeeded ...

Kinda static though

Perhaps you could make the smoke not start from one straight line and going upward but a *bit* more randomly over the y-axis to make it more realistic?

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Old 5th December 2002, 19:26   #6
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Redone the fire part

it's far more realistic this way

Edit: changed the file name form";-c - fire" to "-c - fire" because the ; gives errors sometimes
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File Type: zip -c - fire.zip (722 Bytes, 131 views)

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Last edited by Warrior of the Light; 5th December 2002 at 19:47.
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Old 6th December 2002, 00:47   #7
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I just get a bunch of dots moving up the screen in place of flames. I duno how much more realistic that is.

You got rid of the covolution filters. That eliminates the blur that makes the flame. Put them back is an it doesn't look too bad. It's weighted more in the middle for a more realistic look, but I prefer the flat look.

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Old 6th December 2002, 07:15   #8
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OOPS!

I must have attached a pre-release version of it... I'll attach the right one tonight when i'm home (i'm at school right now without WA or the right preset)

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Old 6th December 2002, 17:49   #9
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I started making something similar to this a few weeks ago, I stopped when I realised that what you would really need for a hyper cool and mega realistic fire effect would be a Dynamic Convolution Filter(tm).


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Old 6th December 2002, 18:19   #10
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Heh... I polished up the original with some Color Mapping, it just doesn't look flamey enough for me.

I'm certain that a photo realistic fast fire effect is possible, I just need to find the right Color Map and finish making a Dynamic Convolution.
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File Type: zip jfire.zip (426 Bytes, 153 views)

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Old 7th December 2002, 14:58   #11
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Sorry for the delay, but we had a power-down because of a short-circuited lightbulb (took a while to find that out)

But then i could check the preset...
The first effect list doesn't need a CF, only bilinear filtering.
So i think this might well be the same preset, but now I made sure bilinear filtering is on.
Dunno if the previous had that too, didn't download it and can't exactly remember...
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File Type: zip -c - fire.zip (705 Bytes, 141 views)

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Old 7th December 2002, 15:04   #12
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It should look like this

And Jheriko, good luck with that Dynamic Convolution Filter
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File Type: jpg fire.jpg (13.9 KB, 155 views)

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Old 10th December 2002, 06:13   #13
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Dunno why rattaplan, but your fire doesn't work on my system.

Anyway, here's what I have. I made the flames so the work in any resolution, and made them higher in the middle. I aloso moved the smoke line down and made the starting height random.

Just for comparison, I included the intro from Rucksack.
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File Type: zip intro.zip (1.8 KB, 151 views)

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Old 12th December 2002, 09:07   #14
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Quote:
Originally posted by jheriko
Nobody steal my idea.
You want me to steal your idea?
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Old 12th December 2002, 18:15   #15
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If you do steal it then have some good luck with it. It took me about 3 hours to figure out what was crashing AVS today... one crappy little statement. APE programming is hard when random things seem to crash AVS.

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Old 20th December 2002, 09:05   #16
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Jaheckelsafar: didn't the last one work? I really have no idea why... I downloaded it at school, started WA+AVS and saw exactly what I saw at home. So I say it has to be your pc...

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Old 21st December 2002, 20:09   #17
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Talking

It's Good.
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Old 22nd December 2002, 00:05   #18
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Here's my version... Looks cool, maybe I'll include it in my pack...
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File Type: zip gonzalo - fire.zip (334 Bytes, 135 views)

Last edited by zamuz; 22nd December 2002 at 00:51.
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Old 22nd December 2002, 02:03   #19
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I like it man its all good
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Old 22nd December 2002, 06:58   #20
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I dunno, my original was picky about window size. That has heen fixed in the current version. I still have to tweak it and speed it up a bit.

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Old 22nd December 2002, 06:59   #21
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Some people with slow computers (like me) cant run huge avs's like that!lol
keep workin on it
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Old 22nd December 2002, 15:12   #22
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But of cource you can... Reduce your window size or enable pixel doubling

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Old 22nd December 2002, 16:30   #23
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How do you do the pixel doubling??
and i tryed to make it smaller. when docked it still ran slow
lol
Please tell me what pixel doubling is!
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Old 23rd December 2002, 16:00   #24
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jheriko:

i though about doing dynamic convolution a bit ago and the only practical way i reckon it can be done is using 2d fourier transforms, i was going to do this myself but i'm not sure if i'll ever get round it to it now so feel free to have a go.

basically if you take the (2d) fourier transform of a convolution kernel and multiply it point by point by the fourier transform of some image, then do the inverse fourier transforfmation, you are left with the image convolved by the kernel. thus you could use anything you can generate with a superscope dynmov etc as your kernel, thus it could be as dynamic as you like.

your best bet is to use the fftw libraries from www.fftw.org (i think)

i dunno how much you know about fourier transforms, i seem to remember you being fairly "up" on your maths. i think the fftw site probably explains them if you don't know much.

hope this helps.
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Old 23rd December 2002, 22:16   #25
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KiD: Pixel doubling essentially halves the resolution. 640x480 doubled is 320x240 diplayed in a 640x480 window.

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Old 23rd December 2002, 23:02   #26
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Wow thanks.
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Old 29th December 2002, 21:32   #27
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Quote:
Originally posted by cfp
fourier transform

even as a maths student i dislike the name fourier, it strikes fear into my heart... anyway. I was only planning on using animation style keyframeing with linear interpolation to fade between filters. I find APE programming massively difficult (due to random things causing randome crashes) though so don't expect it soon.

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Old 29th December 2002, 21:34   #28
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How do you make APE's?
i wanna make a couple new things for AVS studio.
Plz gimmie a hand

I like snow.
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Old 30th December 2002, 00:25   #29
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Here's my contribution.
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Old 30th December 2002, 00:30   #30
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Just to explain the above file a bit...

It's kind of slow at higher resolutions since the number of dots increases exponentially. However to make the fire seem full I had to do this.

Feel free to mess with the code to try and make it run faster, since I'm sure its not completely optimized.

Also make sure that you are listening to some fairly loud music, since it is volume sensitive. At lower volumes it looks more like a candle than a blaze.

Also you might want to turn off the BG effect. It's not much, but I'm sure it slows down the overall effect at least a little bit.

EDIT: Turns out the BG slows it down a little more than I thought. Just turn the entire first effect list off and turn the [Main] -> [Clear Every Frame] on for better results.
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Old 30th December 2002, 00:30   #31
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Geez nice one!!!!
Why didnt you just make your own thread??
some people might not get to see it in here
i think you should put out there!! :P

I like snow.
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Old 30th December 2002, 00:35   #32
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Thanks Kid.

Do you relly think it should have its own thread though?
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Old 30th December 2002, 01:22   #33
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Seriously it should!!
Have you made any other AVS's that you want to put in with it?
I hope so Cuz i really liked this one
I look forward to seeing your work :P

I like snow.
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Old 30th December 2002, 21:49   #34
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kid: it's not as simple as "making an APE." you have to know your c++ extremely well to make anything useable (let alone useful)

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Old 31st December 2002, 19:06   #35
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Yea i see what you mean :P
but still i wanna know how so when i do know my "c++" well i can make em
Me and MinuS are now making a AVS pack so it's gonna be supreme noobyness as we both say.
so be sure to check it out

I like snow.
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Old 12th January 2003, 20:10   #36
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Well, well...
Good that i finished with me Turbo Pascal
At the beginning c++ seems to be hard (I gess its because there is lack of good c++ instructions (in estonian ofcours);

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Old 12th January 2003, 20:37   #37
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Not bad shock value. Good flame effect. Could use some smoke to make it even better, but not bad.
What's with the red rectangle zooming in though?
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Old 17th January 2003, 14:04   #38
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Quote:
Originally posted by KiD cHaMeLeOn
How do you make APE's?
i wanna make a couple new things for AVS studio.
Plz gimmie a hand
Firstly you need Microsoft Visual C++, preferably 6.0 or .net

Once you have that you'll need the 'SDK' from nullsoft... its on their 'develop' page somewhere (nsdn).

You can make simple APEs with little knowledge of how it all works by modifying the sample APE which draws a coloured box. In order to make anything really useful though you will need some understanding of how to code c++ for windows so that you can add controls to the 'options' frame of the APE. You might also want to figure out how to change hex color values in a useful way (RGB0 = RRGGBB00 in hex) since most of APE coding revolves around dealing with arrays of RGB0 colours.

I'm not sure exactly what level of c++ knowledge is recommended. If you've never done windows coding before it probably won't matter too much since most of any APE will revolve around modifying arrays. It will help a lot if you understand pointers and loops. Assembly is also very useful... particularly the MMX instruction set since it deals with the colours very well and very quickly. There is a technical manual in PDF format available somewhere on the intel website which covers every instruction set of every processor which they have implemented to date.

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Old 18th January 2003, 18:49   #39
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i think you should post your clean sdk, jheriko

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Old 19th January 2003, 21:50   #40
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Damn.... its too big to post.

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