Go Back   Winamp & Shoutcast Forums > Visualizations > AVS

Reply
Thread Tools Search this Thread Display Modes
Old 8th April 2003, 11:10   #1
uNDefineD
Senior Member
 
uNDefineD's Avatar
 
Join Date: Jan 2002
Location: Melbourne, Australia
Posts: 297
Send a message via ICQ to uNDefineD Send a message via AIM to uNDefineD
UnConeD, Magic, Phaze, Nic, Raz, Tug and Dragon please read

I've compiled my list of presets I'd like to remix for MiniPak 4:

1. Magic - FASTSPIN
2. Phaze - Damaged Warp Core
3. Nic01 - Interaction
4. Raz_001 - Twisted Shifted
5. UnConeD - Zero-G Maze III
6. Phaze - Bubble World
7. Tuggummi - Times-X II
8. Dragon - Eternal Winter
9. Tuggummi - Counter Falls
10. Nic01 - Oldskool Stuff

Boy, I'm gonna have a field day.

If you guys could give me permission to remix these presets I would be VERY appreciative.
uNDefineD is offline   Reply With Quote
Old 8th April 2003, 11:36   #2
Rovastar
Moderator
 
Join Date: Jun 2001
Location: London, England
Posts: 3,632
Send a message via AIM to Rovastar
I am so cynical at the moment that I thought that this thread was going to be a flame thread attacking all the people listed. I don't know if to laugh or cry...

"Rules are for the guidance of wisemen and the obedience of fools"

Visuals - Morphyre www.Morphyre.com
Rovastar is offline   Reply With Quote
Old 8th April 2003, 11:50   #3
UnConeD
Whacked Moderator
 
UnConeD's Avatar
 
Join Date: Jun 2001
Posts: 2,104
Aside from Whacko AVS I-II (older terms), you don't need my permission to remix my presets .

If you want to have a go at messing with the code in zg3, I can whip up an explanation of how it works (most of the code goes into controlling the camera, not the raytracing 'cos that's just cylinders).

UnConeD is offline   Reply With Quote
Old 8th April 2003, 12:03   #4
uNDefineD
Senior Member
 
uNDefineD's Avatar
 
Join Date: Jan 2002
Location: Melbourne, Australia
Posts: 297
Send a message via ICQ to uNDefineD Send a message via AIM to uNDefineD
Well, I was planning on attacking just the texture, but I would love a bit of a walkthrough (maybe to fast-track a bit of the research I have planned).

Thanks man. 1 down.
uNDefineD is offline   Reply With Quote
Old 8th April 2003, 16:12   #5
Raz
Forum King
 
Raz's Avatar
 
Join Date: Dec 2002
Location: Manchester
Posts: 6,470
Haha i remember twisted shifted, that's one of my noob presets. Sure go ahead.

Btw UnConeD, if you're typing something that explains how the camera movements work can you please post it here. Lots of people very interested

Raz is offline   Reply With Quote
Old 8th April 2003, 19:33   #6
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
Damn those are some OLD presets Good luck in remixing them.Oh a 3d warp core would be cool...
Phaze1987 is offline   Reply With Quote
Old 8th April 2003, 22:17   #7
Nic01
Major Dude
 
Nic01's Avatar
 
Join Date: Mar 2002
Location: The Biggest Little City
Posts: 508
Send a message via AIM to Nic01
You have my full permission (You never needed to ask me, really) as long as you give me credit and include the original comment (that last one is more of an option than necessity). Any violators will be eternally flamed.

[soon to leave, sirs]
Nic01 is offline   Reply With Quote
Old 9th April 2003, 01:09   #8
UnConeD
Whacked Moderator
 
UnConeD's Avatar
 
Join Date: Jun 2001
Posts: 2,104
Raz_001: what exactly do you mean with 'camera movements'? If you want info, send me an email (steven at acko dot net) with more specific requests.

To understand ZGM3 you need to understand the main trick: there is only one intersection being rendered, which consists of 3 full or half cylinders, and optionally a sphere to close off the holes (eg. if you have a 90° corner). These cylinders are situated on the x,y,z axes.

At the beginning of a 'cycle', a random intersection is calculated in the form of a number (variable 'pat') and every tunnel is either open or closed. Every possible intersection-shape is assigned a number. Note however that there are many intersections that are the same, except that they are mirrored or rotated 90°.

The camera comes out of the negative z tunnel and approaches the intersection. When it reaches the intersection, it rotates towards one of the open tunnels and accelerates again. Once it's cleared the intersection, it is moved back to the negative z-axis at the correct offset, and it is ready to approach a new intersection. There are three intersections where the camera will go straight ahead, and this is handled as a special case (variable 'qz' true/false).

To the viewer it looks of course as if it is going through a continuous maze, but this is just a trick .

The movement of the camera is handled in phases (var 'ph'). Every phase corresponds to one of the possible situations the camera can be in (approaching intersection, rotating towards tunnel, accelerating).
For every phase, there is code for modifying the camera's position and/or rotation, and code that specifies under which conditions we should move to another phase.

For example, phase 1 in ZGM3 is when the camera has rotated towards the correct tunnel and must now move into it. Phase 1 ends when the camera's distance to the center of the intersection is higher than the intersection's radius: in this case, the other tunnels are no longer visible and we can snap the camera back into the negative z tunnel.

By splitting up the camera movement into small phases that are each simple to code, you can easily create complicated routines without going into code-hell.

UnConeD is offline   Reply With Quote
Old 14th April 2003, 08:58   #9
Tuggummi
Bin King
 
Tuggummi's Avatar
 
Join Date: Mar 2001
Location: Finland
Posts: 2,173
Sure you can remix those presets if you want

Texer Resources

Im retarded... err i mean retired!
Probably both...
Tuggummi is offline   Reply With Quote
Old 14th April 2003, 16:02   #10
Raz
Forum King
 
Raz's Avatar
 
Join Date: Dec 2002
Location: Manchester
Posts: 6,470
That was pretty much it UnConeD, i'll go into more detail with the code by myself. I learn better when i figure it out for myself.

Raz is offline   Reply With Quote
Old 14th April 2003, 19:31   #11
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
Great explanation UnConeD!It cleared my mind on some things...
Phaze1987 is offline   Reply With Quote
Old 20th April 2003, 00:47   #12
Raz
Forum King
 
Raz's Avatar
 
Join Date: Dec 2002
Location: Manchester
Posts: 6,470
UnConeD, just one question: In ZGmaze 2 when it goes into the tunnel, does the code specify a time rotating in the intersection then shifts it forward a bit into the tunnel then moves the texture for a specified time then snaps it back into the intersection?

Raz is offline   Reply With Quote
Old 20th April 2003, 02:05   #13
UnConeD
Whacked Moderator
 
UnConeD's Avatar
 
Join Date: Jun 2001
Posts: 2,104
Not sure what you mean, but ZGM2 is not as advanced as ZGM3... it always goes down the positive Z-tunnel.

In ZGM2, the phase variable is 'md' (mode). If i recall correctly, phase 0 is rotating in the intersection, phase 1 is rotating to face the positive z tunnel, phase 2 is moving into the tunnel and phase 3 is arriving from the negative tunnel. The snapback occurs when switching from phase 2 to 3.

UnConeD is offline   Reply With Quote
Old 20th April 2003, 02:22   #14
Raz
Forum King
 
Raz's Avatar
 
Join Date: Dec 2002
Location: Manchester
Posts: 6,470
mm, i'll have to poke around a bit more. I've got may intersection and i've got the camera entering the tunnel, then it's just a tunnel preset.

Raz is offline   Reply With Quote
Old 20th April 2003, 04:45   #15
Raz
Forum King
 
Raz's Avatar
 
Join Date: Dec 2002
Location: Manchester
Posts: 6,470
ARRRRGHH I had the goddamned thing going down a tunnel and passing through an intersection after a specific number of frames and then i resaved it after not changing a thing and it doesn't even start moving down the tunnel now AGHHHH

edit: never mind, fixed, forgot to reput my "phase variable" back into the beat section


Last edited by Raz; 20th April 2003 at 05:04.
Raz is offline   Reply With Quote
Old 20th April 2003, 13:05   #16
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
Hahhahha! HOMER RULES BABY! Raz maybe you`ll post today the preset ? Undefined : how`s the work going ?
Phaze1987 is offline   Reply With Quote
Old 20th April 2003, 13:10   #17
Raz
Forum King
 
Raz's Avatar
 
Join Date: Dec 2002
Location: Manchester
Posts: 6,470
I'll post it later. Code errors and the like, the code's all unorganised and crappy with unused variables, stuff like that. I'll neaten it all up and post it.

And yes: homer does rule (so do "r=0" movements and channel shift )

Raz is offline   Reply With Quote
Old 20th April 2003, 13:27   #18
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
Btw do you have Homer`s Beer Song ?
Phaze1987 is offline   Reply With Quote
Old 24th April 2003, 16:22   #19
Magic.X
Major Dude
 
Magic.X's Avatar
 
Join Date: Feb 2002
Location: Leipzig / Germany
Posts: 859
ACCESS GRANTED

But WOW, fastspin? Thats just a watered, rotating SSC with a random mirror - rotozoomer effect. Go ahead and have fun :wink:


-=[The Ultimate VJ-Tool for AVS]=-

Hotlist 2.3 developement thread (old)
Magic.X is offline   Reply With Quote
Old 25th April 2003, 09:36   #20
uNDefineD
Senior Member
 
uNDefineD's Avatar
 
Join Date: Jan 2002
Location: Melbourne, Australia
Posts: 297
Send a message via ICQ to uNDefineD Send a message via AIM to uNDefineD
Phaze--
It's all going just jim dandy. I've been touring Sovereign Hill and the Great Ocean Road the last few days, so things slowed down a little, but it's all fine.
uNDefineD is offline   Reply With Quote
Old 26th April 2003, 10:57   #21
AVS Axer
Member
 
AVS Axer's Avatar
 
Join Date: Feb 2003
Location: Ozshtrayleeuh
Posts: 98
Hey, would you look at that.. i never realised you were from australia UD. I'm from adelaide!!
AVS Axer is offline   Reply With Quote
Old 4th May 2003, 21:30   #22
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
How long till its out ?
Phaze1987 is offline   Reply With Quote
Old 5th May 2003, 00:39   #23
uNDefineD
Senior Member
 
uNDefineD's Avatar
 
Join Date: Jan 2002
Location: Melbourne, Australia
Posts: 297
Send a message via ICQ to uNDefineD Send a message via AIM to uNDefineD
Well, I'm going to finish all the packs before any is released. Then I'm putting them up at 1 week intervals, so it'll be a while (Remixes is #4).
uNDefineD is offline   Reply With Quote
Old 5th May 2003, 07:06   #24
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
Dammit,i dont have patience lol.Could you at least change the sig ? Early April is waaaaay...gone!
Phaze1987 is offline   Reply With Quote
Old 6th May 2003, 10:25   #25
Magic.X
Major Dude
 
Magic.X's Avatar
 
Join Date: Feb 2002
Location: Leipzig / Germany
Posts: 859
Phazey's right, hurry up a bit


-=[The Ultimate VJ-Tool for AVS]=-

Hotlist 2.3 developement thread (old)
Magic.X is offline   Reply With Quote
Old 9th May 2003, 20:04   #26
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
Any new update on the packs ?
Phaze1987 is offline   Reply With Quote
Old 11th May 2003, 05:42   #27
uNDefineD
Senior Member
 
uNDefineD's Avatar
 
Join Date: Jan 2002
Location: Melbourne, Australia
Posts: 297
Send a message via ICQ to uNDefineD Send a message via AIM to uNDefineD
Not really. I just don't have as much time anymore, and ideas are hard to come by, especially when you're limiting them to one particular concept.
uNDefineD is offline   Reply With Quote
Old 11th May 2003, 09:03   #28
Phaze1987
Major Dude
 
Phaze1987's Avatar
 
Join Date: Jan 2003
Location: Lula The Sexy Empire
Posts: 916
Send a message via ICQ to Phaze1987 Send a message via AIM to Phaze1987 Send a message via Yahoo to Phaze1987
LOL @ the ETA in the sig
OK,i have patience,but the thing is i`ll be gone in Germany for 1 month and i`ll be netless kinda...I`ll try to keep posting but i dont know if i could check the presets.If anyone volunteers to give me a laptop i`ll give you a...big hug
Phaze1987 is offline   Reply With Quote
Old 12th May 2003, 03:51   #29
Ches Dragon
Senior Member
 
Ches Dragon's Avatar
 
Join Date: Nov 2002
Location: Earths Moon
Posts: 102
Send a message via ICQ to Ches Dragon
Sorry it took me so long to reply. I havent been on the net for a while, but sure, I hope you remix my AVS,
You have my full permission to remix Eternal Winter,
Have Fun!
Ches Dragon is offline   Reply With Quote
Reply
Go Back   Winamp & Shoutcast Forums > Visualizations > AVS

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump