WINAMP.COM | Forums > Visualizations > AVS > Superscope...any help out there? |
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LittleBuddy88 Member
Registered: Aug 2001 |
Hmm... |
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UnConeD Whacked Moderator
Registered: Jun 2001 |
Different explanation
I found Linus' explanation to be a bit unclear so here's my way of explaining the superscope: |
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transfrmr Senior Member
Registered: Jul 2001 |
WHOA!
That was absolutely magnificent. Thanks! |
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Scarface2k1 Banned
Registered: Feb 2001 |
trans...
...didnt any of the stuff i sent u help any? __________________ |
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transfrmr Senior Member
Registered: Jul 2001 |
Oh yeah, definitely :)
But you hafta admit, |
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Xaxor Junior Member
Registered: Sep 2001 |
Thanks
Thanks for the help guys. Though i guesss this means more work for me. |
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NoSage Junior Member
Registered: Aug 2001 |
I posting this reply so people can read Unconed's explaination of scopes.... __________________ |
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Braininator Junior Member
Registered: Jan 2004 |
Just wondering, is it possible to specify the exact coordinates for each dot (so you could create images and shapes out of dots)? |
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Warrior of the Light Forum King
Registered: Aug 2002 |
yes, it is possible but a whole lot of work, especially(sp) when using 3D scopes.. here's an example that siddharta_one gave me once, but try to get Deamon's newest pack (hypernation) too, it has a 3D rendered cross..
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Braininator Junior Member
Registered: Jan 2004 |
OK, had a look at both the box example and Deamon's cross. It's for the Christian vis thing, so both of them help. Last edited by Braininator on 01-12-2004 at 11:59 AM |
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S-uper_T-oast Forum King
Registered: May 2003 |
It's easy to do. All you have to is use a custom point count then use equal( to set the locations. code: In Perframe code: In PerPoint code: You can copy and paste this into a superscope and fiddle with it if you want to. If you are sill confused just tell us what you are having a problem with or you could search the fourms for Superscopes or Per-Point, those might bring up some helpful things. //edit-Fixed a few little mess-ups and "fixed" format __________________ |
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Deamon Major Dude
Registered: Nov 2002 |
Somewhat simpler (but the theory is the same): code: In this case (and in all cases) you use a counter variable for each point. This counter is called p in this example. Since we know n is the number of points to render, we set n to 2 in this case, otherwise the rest of the points have the coords (0,0). The equal statement is 1 or 0. It's 1 when p=1 for the first point, and p=2 for the second point. The rest of the points have coords (0,0), but since we don't have any other points, we don't have to bother about that. The reason why it works: It works Per Point. It's really important to realise this. The code is run for every single dot. P is increased every dot, so we can number them. Point 1 equals p=1 etc. After that, you only have to enter coordinates for each point, and use the counter. Mind that N has to equal the last number of P or the last dots won't be drawn. The statement: If you multiply (*) any number 0, the result will be 0. If you multply by 1, the result will remain the same. Knowing this, we can do things like x=0.3*equal(p,1). In normal language: X equal 0.3 if p=1, otherwise it'll be 0. __________________ |
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Jaak Major Dude
Registered: Jan 2003 |
Anyways... its easy to store points to megabuf(), like tell a scope run only once. wile doing it, store points to gmegabuf() and every other frame just load the points from buffer. __________________ |
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Braininator Junior Member
Registered: Jan 2004 |
Thanks for the help. code: In Frame code: In Perpoint code: Last edited by Braininator on 01-13-2004 at 06:51 AM |
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Warrior of the Light Forum King
Registered: Aug 2002 |
Set n to the exact number of points, or else AVS sets all other numbers to 0 code: This sets a dot somewhere in the upper right of the screen. __________________ |
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Deamon Major Dude
Registered: Nov 2002 |
You forgot to change the X coord, Braininator. Try: code: I have used a minus in the Y coords because AVS has the Y coords from top to down from -1 to 1 for some strange reason. Somehow it's faster for your computer, though I don't know why. To Jaak: Please write an example, I don't understand it as well, and I really like to know how to use the buffers. __________________ |
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Warrior of the Light Forum King
Registered: Aug 2002 |
The y starting at -1 instead of 1 is quite simple to understand: A PC 'thinks' from the upper left of the screen to the lower right. It's more that we as humans are strange, by starting at a high number and lowering our way down along the Y-axis __________________ |
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Jaak Major Dude
Registered: Jan 2003 |
Deamon here ya go:
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Braininator Junior Member
Registered: Jan 2004 |
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Warrior of the Light Forum King
Registered: Aug 2002 |
@Jaak __________________ |
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UnConeD Whacked Moderator
Registered: Jun 2001 |
By the way if you want to interrupt your shape somewhere, use: |
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Braininator Junior Member
Registered: Jan 2004 |
First bit of success! |
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Deamon Major Dude
Registered: Nov 2002 |
Another way of using p2p scoping (point-to-point, which is what you're doing now...) is to let AVS figure out the coords instead of giving them. Here's a nice example I just made. I'm quite proud of it code: It took me some time to figure this out, though it's quite simple now I've got it. I was playing with extra counters first, but after some puzzling, I realised I didn't need any. Let's see if you can figure out what's happening yourself, it's better that way than if I say it right now .Other dudes around here, tell me what you think. Me personally likes it a lot. [edit] Read the comment for code explanation [/edit]
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Braininator Junior Member
Registered: Jan 2004 |
Next job with my stuff, trying to get points to change on beat. |
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dirkdeftly Forum King
Registered: Jun 2001 |
by the by, next time please don't revive three year old threads.... __________________ |
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Deamon Major Dude
Registered: Nov 2002 |
lol, I didn't even notice that __________________ |
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Braininator Junior Member
Registered: Jan 2004 |
Neither did I, sorry about that! |
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jheriko Forum King
Registered: Aug 2002 |
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Deamon Major Dude
Registered: Nov 2002 |
of course it's the search option, no-one would read about 50 pages of forum topics if maybe their question is already answered. Certainly not new people. __________________ |
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Braininator Junior Member
Registered: Jan 2004 |
So we're expected to search for a thread relevant to our problem, but if it's three years old we can't reply to it. Weird. |
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Timzone8 Major Dude
Registered: Sep 2003 |
Newbie here....
I've been making some avs' with the presets and eventually found it well, boring, so I want to learn how to make Superscopes... |
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UnConeD Whacked Moderator
Registered: Jun 2001 |
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Timzone8 Major Dude
Registered: Sep 2003 |
Where's the FAQ on superscopes? (this is it isn't it?) |
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Jaheckelsafar Major Dude
Registered: Feb 2002 |
There isn't one, but there are several threads which discuss superscope maths which are linked to in the AVS FAQ at the top of the main AVS forum. __________________ |
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martyexodus Junior Member
Registered: Jan 2005 |
now, i may be mistaken, but instead of going through all that to make a line from the center to the upper-left, could you just put: |
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hboy Senior Member
Registered: Dec 2003 |
code: at least if you reviwe dead for a year ago, please do it with thinking before it. Why the fuck didn't you just try the code before posting? Be ready for some serious flaming dude. |
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MaTTFURY Major Dude
Registered: Jun 2004 |
umm someone wanna deploy a ACTUAL SSC HELP GUIDE?! (ffs not hard enough?) __________________ |
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hboy Senior Member
Registered: Dec 2003 |
actually, if you do know some english and posess some logic, you may fully understand that quoted help. and besides, somehow all avs artists before today and some even today understand it. because it is simple! you just have to think! __________________ |
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S-uper_T-oast Forum King
Registered: May 2003 |
hboy pwnd joo __________________ |
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WINAMP.COM | Forums > Visualizations > AVS > Superscope...any help out there? |
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