Archive: Two things: Matrix and Introductory presets...


28th September 2002 02:44 UTC

Two things: Matrix and Introductory presets...
Okay, I have two things to say here.

1: I am SOOOOO close to making a realistic Matrix-style preset, I just need to figure out how to make DDM/DM make a movement go downward...unless somebody has come up with it already. I can show a sample to you but not untill Megapak II final.

2: Want me to come out with Megapak II Final? I decided to go just 10 presets, and that includes the intro preset. I just need one thing...Can anybody show me how to make a roman number 2 with a superscope? I need to learn by doing, yes, but when you're blind how can you learn?


28th September 2002 10:07 UTC

If you want a movement/dynamic movement to make the text to go down, you could just use the following normal, faster, better looking movement:

uncheck Source Map
Wrap can be both, just use the one you like more
uncheck Blend
check Bilinear filtering
check Recht Coords

(user defined)
y=y-0.02;

==================================
Am I correct in believing that by a roman 2 you mean II? You can make that with 6 lines or maybe 2 sscs with alot of if()'s. I would go for the 6 lines version. If you want them to move, you can just synchronize their movements with getosc() (yes, I know you don't like that, Atero) or Atero's method:
frame:
timer1=timer1+arbitrary1;

beat:
random1=sin(timer1);


28th September 2002 11:29 UTC

Here's the starting point for your superscope:

x=0;
y=2*i-1;

play with that, move it(x=x+somenumber), scale it(x=x*somenumber), swap the axes(y=0;x=2*i-1). Eventually you will be able to make a roman numeral 2.

On the other hand you could be a real l33t0r and make it all in one superscope like I would. :D


28th September 2002 21:23 UTC

Okay, this is what I was actually saying about the matrix thing...

You know how that "Shift Left" is there in the Movements? I'd like something like that, only making it go Upwards. Thanks for the downward movement of the text, but now I need the fade effect to go with...or this may just work...Lemme try quick.


28th September 2002 21:39 UTC

Originally posted by jheriko
Here's the starting point for your superscope:

x=0;
y=2*i-1;

play with that, move it(x=x+somenumber), scale it(x=x*somenumber), swap the axes(y=0;x=2*i-1). Eventually you will be able to make a roman numeral 2.

On the other hand you could be a real l33t0r and make it all in one superscope like I would. :D
Okay...That does not work AT ALL for me. I do everything and guess what: NOTHING WORKS.

If you can make one with one scope, like a 3-d almost, do it and you could make it like a contrabution to the pack...Please?

Btw, MATRIX LIVES!

28th September 2002 21:51 UTC

Okay, here is a nice simple 3D spinning roman numeral 2 made from a single superscope.


3rd October 2002 19:42 UTC

that's a nice one for all starting custom programmers to study on..
it's got it all.


3rd October 2002 20:56 UTC

I wouldn't recommend using the point-to-point method for complex scopes though, it slows it down a lot, although I have made some quite complex wireframe geometry with it. If you want to make circles or huge complex 3d shapes its often better to do some maths and plug it in. As long as you remember how 'i' works you can do practically anything.

The best starting point for scope coding is (IMHO) x=2*i-1;y=v*0.5; since it copies the render simple and is really easy to understand and modify. I can't understand how Xion managed to make "x=2*i-1;y=0;" not work, no offense (if you had the default n=800 and 'dots' turned on it should draw a line of dots). I think I may write some really in-depth superscope tutorials in the near future so that you can all make the scopes that you want or just steal the code from them.

Learn lots of co-ordinate geometry and you can do anything with superscope. :)


4th October 2002 00:51 UTC

...I need that n=800? I didn't think so...:(

[edit]It does make a line from one edge to the next, but I cannot make it shorter by ANY way possible. You do it.[/edit]


4th October 2002 01:21 UTC

Set n=2 (n is the number of points that are calculated) and turn 'Lines' on. Now from "x=2*i-1;y=0;" We add to the end "x=x*0.5;" or alternatively we can just do "x=0.5*(2*i-1);" in place of "x=2*i-1;". You have now shortened the line.

By multiplying x by a number less than one you are scaling it down by that amount.

If you want to move the line to the side a bit try adding a number to x. All of this can be applied to y as well.

EDIT: Have you seen any of my superscope work? Believe me when I say things, the superscope is my favorite AVS component and I strive to know everything it can do, if I say something will do something it normally will (99% accurate :p), sometimes it just takes a while to spot a mistake.


4th October 2002 02:37 UTC

Superscopes go through my head like airline food through some people's intestines. I get nothing about superscopes.


4th October 2002 03:08 UTC

Did you even try what I said?

If you want to make really good AVS you'll have to learn superscope, and code in general, first. It is a fact that almost all of the best AVS presets use either superscope or dynamic movement.


5th October 2002 00:41 UTC

Jheriko, I did not try any of it because of one reason:

I DID NOT GET ANY OF IT.

I know in order to survive here I need some kind of ability to make superscopes and DM's but I am unable for the reason stated above.


5th October 2002 01:17 UTC

Its just co-ordinate geometry, you must have done that in school. I remember being taught the basics of it at school when I was about 6 or 7. Its basically drawing a graph, the only challenge I've ever had with superscope was understanding i.

You have to try it to understand it, and play with the example code. If you remember the basic syntax like the order of operators, ending every line with a semicolon and only one equals per line and things like that you can mess with it even in a simple way.


5th October 2002 06:40 UTC

jheriko, you're allowed more than 1 expression per line, that's what the ; is for. AVS treats the whole point expression as 1 line anyway, ignoring the LF's.


5th October 2002 14:27 UTC

I know that, I was just trying to explain it in a simple way and I failed miserably. :(

I expected avs worked like that, because thats how c compilers work too, just parsing once huge string. Don't know about BASIC compilers, they must be clever to know to look for both returns and colons. I always think of semi-colons as marking the end of a line, dunno why.


5th October 2002 16:04 UTC

LOL!!

[oxymoron]BASIC Compiler[/oxymoron]

:D


5th October 2002 17:52 UTC

Originally posted by jheriko
Its just co-ordinate geometry, you must have done that in school. I remember being taught the basics of it at school when I was about 6 or 7. Its basically drawing a graph, the only challenge I've ever had with superscope was understanding i.
I learned at 6 or 7, but the ONLY thing I've learned from there to now is y=mx+b and ay+bx=c. and THAT'S IT. My stupid ass teachers don't want to bother with this complicated shit so they just throw us on either computers or throw us worksheets and book assignments.

5th October 2002 18:03 UTC

Originally posted by Xion(810)
y=mx+b
Use that.

x=2*i-1;
y=m*x+b;

set m and b in the init box. don't forget to set n=2 and turn on lines.

Originally posted by Zevensoft
[oxymoron]BASIC Compiler[/oxymoron]
Qbasic 7 can compile to .exe, surely it actually compiles it properly. It would be rather foolish to make an .exe which works by interpreting the BASIC code, probably even harder than just making the .exe by compiling the code.

5th October 2002 18:47 UTC

Jheriko, I am not kidding you when I say BASIC exe's are just the BASIC code linked to a dll file. Why else would you need the Visual basic Runtimes?


5th October 2002 19:05 UTC

I meant basic as in qbasic, gwbasic.. vb is a different thing and is really 'hyper-inefficient'. I didn't think that all of it was dependant on the vbrun dll though, that is really weak.


5th October 2002 22:25 UTC

Originally posted by jheriko
Use that.

x=2*i-1;
y=m*x+b;

set m and b in the init box. don't forget to set n=2 and turn on lines.
That only goes SO FAR. I cannot get by on just y=mx+b. I NEED TO KNOW MORE.

P.s. I got a bootleg version of VB, and don't know how to work it.

9th October 2002 23:58 UTC

msdn.microsoft.com

that will get you started on VB


10th October 2002 22:57 UTC

okay, still. I just got it barebones, and if it asks me to use something that I don't have...