farbrausch demo tools open source
category: code [glöplog]
wait, there is a hidden part in magellan?
ahaha nvm :/
Cool story bro
was trying to do a generic ambocc function today and it seems the shit doesn't want to work. :/
i mean the code is well... generic, just like it's done simple.
i even normalized the shit. still it comes out wierd. any clue what i have done wrong? or forgot.
i mean the code is well... generic, just like it's done simple.
Code:
case 4: // ambient occlusion
{
sInt samples = 0;
sF32 occumulator = 0, dotocc = 0;
for(j=0; j<mesh->Vert.Count; j++)
{
vertocc = mesh->VertBuf + j * mesh->VertSize();
d.Sub3(vertocc[pos], vertsrc[pos]);
len = d.Dot3(d);
d.Scale3(sFInvSqrt(len));
if(len < 1.0f)
{
dotocc = d.Dot3(vertsrc[nrm]);
if(dotocc > 0.0f)
{
occumulator += dotocc;
samples++;
}
}
}
sF32 occ = (occumulator / samples);
vertsrc[col].Scale3(white, 1-occ);
}
break;
i even normalized the shit. still it comes out wierd. any clue what i have done wrong? or forgot.
@ryg - it´s just a question ...
theta_final project is opened in wz3.
Under demo settings is the *.ogg file reloaded.
"root" op is selected -> "shift+s" -> F5 -> demo is started, but many animated objects or texures are not animated how on http://pouet.net/prod.php?which=15092
If u export the theta_final to *.kx and compile to player_demo.executable, so it run´s perfectly.
so it looks, will somethings not be calculated correctly in wz3 for preview.
definitly is the theta project file complete.
it´would be cool to select "root" and all will showing correct. the problem is, so it looks somewhere in wz3. thanks in advance
theta_final project is opened in wz3.
Under demo settings is the *.ogg file reloaded.
"root" op is selected -> "shift+s" -> F5 -> demo is started, but many animated objects or texures are not animated how on http://pouet.net/prod.php?which=15092
If u export the theta_final to *.kx and compile to player_demo.executable, so it run´s perfectly.
so it looks, will somethings not be calculated correctly in wz3 for preview.
definitly is the theta project file complete.
it´would be cool to select "root" and all will showing correct. the problem is, so it looks somewhere in wz3. thanks in advance
forget to say:
i tested that on 4 different pc systems. also with that compiled wz3 version from BoyC and compiled version´s of wz3 (vs2005 based on github) and vs2010 latest available version on https://github.com/farbrausch/fr_public
i tested that on 4 different pc systems. also with that compiled wz3 version from BoyC and compiled version´s of wz3 (vs2005 based on github) and vs2010 latest available version on https://github.com/farbrausch/fr_public
the editor uses a different timing. the beat stuff.
happy coding quicky. ;)
quicky :
@ryg - it´s just a question ...
it´would be cool to select "root" and all will showing correct. the problem is, so it looks somewhere in wz3. thanks in advance
where is the question.I tested the theta. works fine here, and i just had one maschine :)
the root op did here what it should be. maybe they used another version of wz3 special for the demo. as i understand, fr always did one tool for one demo, and changed it slightly for another project. if there is a bigger one then they recode some parts. thats a logical way, but this means, that some older stuff will be still buggy, because of the wrong build of demotool?
i dont know, but at all the wz3 demofiles work just fine. and quicky as you wrote: if they are compiled as last step there is no bug in there. and this is the most importantteded, or not? :)
@ryg - it´s just a question ...
it´would be cool to select "root" and all will showing correct. the problem is, so it looks somewhere in wz3. thanks in advance
where is the question.I tested the theta. works fine here, and i just had one maschine :)
the root op did here what it should be. maybe they used another version of wz3 special for the demo. as i understand, fr always did one tool for one demo, and changed it slightly for another project. if there is a bigger one then they recode some parts. thats a logical way, but this means, that some older stuff will be still buggy, because of the wrong build of demotool?
i dont know, but at all the wz3 demofiles work just fine. and quicky as you wrote: if they are compiled as last step there is no bug in there. and this is the most importantteded, or not? :)
@sauron: frodo already put the ring into your volcano. :)
come on guy's. i think nothing is wrong to ask and i dont will change anything on that code. i will only create some things on wz3. i'am happy that the fr guy's give that posibility and say thanks for that. @yumeji: beat stuff - more input please :) thanks
the anim ops that are "slow" use the global time stored in _0f at the root. the player use kinda bpm and beat algo to sample that time. this where that stuff gets more repetive for the scale of the frame they play. i guess you could do that for the tool too. but don't ask howto do axplicitly implement that. i don't use it. kkrieger doesn't need it. just fixed anim and bgm. ;)
Quote:
@ryg - it´s just a question ...
theta_final project is opened in wz3.
Under demo settings is the *.ogg file reloaded.
"root" op is selected -> "shift+s" -> F5 -> demo is started, but many animated objects or texures are not animated how on http://pouet.net/prod.php?which=15092
If u export the theta_final to *.kx and compile to player_demo.executable, so it run´s perfectly.
so it looks, will somethings not be calculated correctly in wz3 for preview.
definitly is the theta project file complete.
wat
been looking at synth.asm, becoming more and more obvious that a pure C++ port is needed. kebby: any pointers at where to begin? I checked soundsys.cpp and v2mplayer.cpp, seems they share common code, or one is just a C impl. and another is C++. I also assume Ronan (the speech synth) is implemented all in ronan.cpp also?
mainly been looking at this since my FB2K V2M decoder really needs proper thread safety for it to be remotely usable (eg. ReplayGain in FB2K is multithreaded, same with conversions, playback decoding....)
mainly been looking at this since my FB2K V2M decoder really needs proper thread safety for it to be remotely usable (eg. ReplayGain in FB2K is multithreaded, same with conversions, playback decoding....)
quicky:
i think nothing is wrong to ask and i dont will change anything on that code. i will only create some things on wz3.
?hä? you just ask for compiling things, and not for doing some 3d stuff the hole threat now. as ryg said 10000 times be4: you need some more skillz to handle wz3.. you need some CODING skillz if you want to do a final demo file. if you do not have them, just play around with the editior.
but what you want is a personal coding slave, not doing some creative stuff with that. the theta file works fine for a 8 years OLD file. NOTHING is wrong with it. it is time to improve your skillz to some coding stuff. ryg, or kb are not your personal coding buddys :)
do not forget: theta is about 8 years old. do you have an 8 years old setup that plays everything correctly? no? then i can sell you some :) others you have to do some back bows.
i think nothing is wrong to ask and i dont will change anything on that code. i will only create some things on wz3.
?hä? you just ask for compiling things, and not for doing some 3d stuff the hole threat now. as ryg said 10000 times be4: you need some more skillz to handle wz3.. you need some CODING skillz if you want to do a final demo file. if you do not have them, just play around with the editior.
but what you want is a personal coding slave, not doing some creative stuff with that. the theta file works fine for a 8 years OLD file. NOTHING is wrong with it. it is time to improve your skillz to some coding stuff. ryg, or kb are not your personal coding buddys :)
do not forget: theta is about 8 years old. do you have an 8 years old setup that plays everything correctly? no? then i can sell you some :) others you have to do some back bows.
mudlord: Yeah, v2mplayer.cpp is only a real C++ version of soundsys.cpp and has been cleaned up a bit, just disregard soundsys.cpp.
Concerning the port: Good luck. :) As some starting help, V2 is actually coded quite modular (only that I then hardwired the modules in the end :). All the modules feature a subset of the following things:
("frame" means about 128 samples at 44KHz)
- syV* : Parameter struct for module, all float values in 0..1 range
- syW* : "Workspace" aka instance data for module. EBP _always_ points to this sstructure, consider it the "this" pointer
- sy*Init: Init routine. (EBP: this)
- sy*NoteOn: Triggered on new note. EBP: this, EAX: Note, EBX: Velocity
- sy*NoteOff: Triggered on note off
- sy*Set: Prepare instance for rendering. Triggered every frame, EBP: this, ESI: ptr to param array
- sy*Render: Render audio. EBP: this, ESI: input buffer, EDI: output buffer, ECX: # of samples (currently always one frame).
- sy*Tick: Update function for EGs/LFOs. EBP: this, EAX: note gate (0 or 1).
syV2... is one voice, syChan... is one channel strip. The source file starts with float constants and small helper functions, global/public stuff is at the bottom. The "this" symbol refers to the whole synthesizer work memory.
Concerning the port: Good luck. :) As some starting help, V2 is actually coded quite modular (only that I then hardwired the modules in the end :). All the modules feature a subset of the following things:
("frame" means about 128 samples at 44KHz)
- syV* : Parameter struct for module, all float values in 0..1 range
- syW* : "Workspace" aka instance data for module. EBP _always_ points to this sstructure, consider it the "this" pointer
- sy*Init: Init routine. (EBP: this)
- sy*NoteOn: Triggered on new note. EBP: this, EAX: Note, EBX: Velocity
- sy*NoteOff: Triggered on note off
- sy*Set: Prepare instance for rendering. Triggered every frame, EBP: this, ESI: ptr to param array
- sy*Render: Render audio. EBP: this, ESI: input buffer, EDI: output buffer, ECX: # of samples (currently always one frame).
- sy*Tick: Update function for EGs/LFOs. EBP: this, EAX: note gate (0 or 1).
syV2... is one voice, syChan... is one channel strip. The source file starts with float constants and small helper functions, global/public stuff is at the bottom. The "this" symbol refers to the whole synthesizer work memory.
Die einzige brauchbare Anwort ist von 2012-05-29 21:36:05 yumeji.
@ryg
Ist dem so ?
.."a personal coding slave.." völliger Quatsch.
@ryg : Du hast den ganzen Code nach vs2010 portiert und hast noch einige Sachen "gefixed", und es läuft soweit alles.
Letzentlich versuchen einige andere und ich, wie beim (wz1) ein Tutorial zu erstellen.
Ihr habt doch selber gesagt : " real deal .. so how it is ... ", also muss man sich selber durchschlagen und anhand der vorhandenen projectfiles schlau machen, wie das Ganze im Editor funktoniert .
Bei Theta_final ist es mir nun mal aufgefallen, dass es sich im "Editor" nicht so abspielen laesst wie dann im Player.
betr. Coding skills - klar, wer´s weiter entwickeln möchte oder ne eigene Engine darauf aufbaut, solls gerne tun.
Wusste nicht, dass wenn man anderen mit helfen möchte welche Interesse haben(betr. handling im wz3(editor) & wz4(editor) , und mir die Sache (theta) auffällt, dass es falsch ist , zu fragen.
Vielleicht wäre es ja (bekannt gewesen und etwas Simples, damit man es innerhalb des Editor´s beheben kann.
@ryg
Ist dem so ?
.."a personal coding slave.." völliger Quatsch.
@ryg : Du hast den ganzen Code nach vs2010 portiert und hast noch einige Sachen "gefixed", und es läuft soweit alles.
Letzentlich versuchen einige andere und ich, wie beim (wz1) ein Tutorial zu erstellen.
Ihr habt doch selber gesagt : " real deal .. so how it is ... ", also muss man sich selber durchschlagen und anhand der vorhandenen projectfiles schlau machen, wie das Ganze im Editor funktoniert .
Bei Theta_final ist es mir nun mal aufgefallen, dass es sich im "Editor" nicht so abspielen laesst wie dann im Player.
betr. Coding skills - klar, wer´s weiter entwickeln möchte oder ne eigene Engine darauf aufbaut, solls gerne tun.
Wusste nicht, dass wenn man anderen mit helfen möchte welche Interesse haben(betr. handling im wz3(editor) & wz4(editor) , und mir die Sache (theta) auffällt, dass es falsch ist , zu fragen.
Vielleicht wäre es ja (bekannt gewesen und etwas Simples, damit man es innerhalb des Editor´s beheben kann.
Complaining doesn't get more tolerable when you do it in German.
quicky:
at first: there is no official wz3 version released. why do you want to do an tutorial for unreleased software? no one asked you for this. instead of writing tut learn coding, and fix that stuff, will help more than a tut :)
-Bei Theta_final ist es mir nun mal aufgefallen, dass es sich im "Editor" nicht so abspielen laesst wie dann im Player.
-that is WRONG! theta works correct (Das Demofile lauft ohne Fehlers!)
-Wusste nicht, dass wenn man anderen mit helfen möchte welche Interesse haben(betr. handling im wz3(editor) & wz4(editor) , und mir die Sache (theta) auffällt, dass es falsch ist , zu fragen.
i just can translate the half sentence but try to answere: Du stellst sehr vieles an Fragen :) Lerne doch die Dinge selber zu reparieren. Its nich so hard as you think.
-Ihr habt doch selber gesagt : " real deal .. so how it is ... ", also muss man sich selber durchschlagen und anhand der vorhandenen projectfiles schlau machen, wie das Ganze im Editor funktoniert .
Du hörs dich an, als ob dich jemand dazu gezwungen hatte das zu lerne. Demomaking soll doch Fun machen und nicht so schwer auf deine Schulters lasten :)
Keep cool un learn coding, that will help you so much more, and the others, too :) es is wirklic nich so shwer das c++ oder asm zu lernen, zumidest die basics.
-betr. Coding skills - klar, wer´s weiter entwickeln möchte oder ne eigene Engine darauf aufbaut, solls gerne tun.
dieser threat is eigentlich genau für diese fall gedacht, und eroffnet wurden.
at first: there is no official wz3 version released. why do you want to do an tutorial for unreleased software? no one asked you for this. instead of writing tut learn coding, and fix that stuff, will help more than a tut :)
-Bei Theta_final ist es mir nun mal aufgefallen, dass es sich im "Editor" nicht so abspielen laesst wie dann im Player.
-that is WRONG! theta works correct (Das Demofile lauft ohne Fehlers!)
-Wusste nicht, dass wenn man anderen mit helfen möchte welche Interesse haben(betr. handling im wz3(editor) & wz4(editor) , und mir die Sache (theta) auffällt, dass es falsch ist , zu fragen.
i just can translate the half sentence but try to answere: Du stellst sehr vieles an Fragen :) Lerne doch die Dinge selber zu reparieren. Its nich so hard as you think.
-Ihr habt doch selber gesagt : " real deal .. so how it is ... ", also muss man sich selber durchschlagen und anhand der vorhandenen projectfiles schlau machen, wie das Ganze im Editor funktoniert .
Du hörs dich an, als ob dich jemand dazu gezwungen hatte das zu lerne. Demomaking soll doch Fun machen und nicht so schwer auf deine Schulters lasten :)
Keep cool un learn coding, that will help you so much more, and the others, too :) es is wirklic nich so shwer das c++ oder asm zu lernen, zumidest die basics.
-betr. Coding skills - klar, wer´s weiter entwickeln möchte oder ne eigene Engine darauf aufbaut, solls gerne tun.
dieser threat is eigentlich genau für diese fall gedacht, und eroffnet wurden.
Quote:
Wat?quicky:
at first: there is no official wz3 version released. why do you want to do an tutorial for unreleased software? no one asked you for this. instead of writing tut learn coding, and fix that stuff, will help more than a tut :)
-Bei Theta_final ist es mir nun mal aufgefallen, dass es sich im "Editor" nicht so abspielen laesst wie dann im Player.
-that is WRONG! theta works correct (Das Demofile lauft ohne Fehlers!)
-Wusste nicht, dass wenn man anderen mit helfen möchte welche Interesse haben(betr. handling im wz3(editor) & wz4(editor) , und mir die Sache (theta) auffällt, dass es falsch ist , zu fragen.
i just can translate the half sentence but try to answere: Du stellst sehr vieles an Fragen :) Lerne doch die Dinge selber zu reparieren. Its nich so hard as you think.
-Ihr habt doch selber gesagt : " real deal .. so how it is ... ", also muss man sich selber durchschlagen und anhand der vorhandenen projectfiles schlau machen, wie das Ganze im Editor funktoniert .
Du hörs dich an, als ob dich jemand dazu gezwungen hatte das zu lerne. Demomaking soll doch Fun machen und nicht so schwer auf deine Schulters lasten :)
Keep cool un learn coding, that will help you so much more, and the others, too :) es is wirklic nich so shwer das c++ oder asm zu lernen, zumidest die basics.
-betr. Coding skills - klar, wer´s weiter entwickeln möchte oder ne eigene Engine darauf aufbaut, solls gerne tun.
dieser threat is eigentlich genau für diese fall gedacht, und eroffnet wurden.
Broken quotes AND broken German AND a full quote of all that. Wat indeed. ;)
lol quickyman. what a gebabble.
Quote:
you can solve this yourself with some knowledge how the timing relation works. you just have to animate the "slow" effects with they local time from that branch not the global one and you done with it without coding. and wtf.. it just works like the old tools. blind you are a lil bit. ;)Vielleicht wäre es ja (bekannt gewesen und etwas Simples, damit man es innerhalb des Editor´s beheben kann.
@yumeji: ... have to animate the "slow" effects with they local time from that branch not the global one ..
thanks for the hint.
thanks for the hint.
how to switch on the wz4player "share!" option?
Actually grow some brains and poke around. See how everything works before asking questions.