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Archive: New Dragon AVS Style / Apology for Atero
Ches Dragon
13th January 2003 10:59 UTC
New Dragon AVS Style / Apology for Atero
First off I would like to apologise to Atero for my erratic and rude behaviour, when I posted that i was going through my 4th mental breakdown, I wont go into too much detail only that I was so sick that i didnt eat for around 3 days.
:(
I hope you can put that behind us.
And onto happier and brighter notes,
I also thank Evilrice for waking me up, Im not a bloody AVS artist at all! Yeah true! I am a 'Oldschool AVS artist' my lack of technical knowledge would have been amazing to AVS 2 years ago ! :p
Perhaps there is something I just do not get! Or I am just too bloody dumb to get it :D
Well My new AVS style will be evident in my Upcoming pack 'Ultima Thule' in which I plan to do the following things.
>> Get a real installer for a change :D
>> Break 30 AVS files in one pack - compared to my average of 18
>> Get others to contribute remixes( to spice the variety! ) :p
Thats where you come in!
>> Learn bloody coding - im getting into scopes now, Im proud :up: ;)
>> Include more tributes, to my fave Artists like UnConeD and Jim,
>> Stop being a jackass - yeah I have flipped it
I have to ask a great favour of the public, Ultima Thule is goign to be a pack in which I include mostly remixes of my Ultiam Thule work, This is greatly beefed up if other people contribute, Even if you find my ASV simple and useless, Be a legend and put in your part, you will be greatly thanked and it will help advertise your AVS!
I have included a small sample of whats to come ( Alpha phase ) minimal tweaking as of yet, I have included several AVS presets and their numerous remixes. Please ignore the sketchy comments and bad coding! :confused:
I hope you be a legend and contribute, Ill keep adding some more things for you good fellows to remix!
Be a LEGEND
:p
And please dont tell me there too simple to remix, you can do lots with anything!
Nic01
14th January 2003 01:57 UTC
So.. Much... Redundant coding and components...
Deviant's Revenge series : Useless blur on top.
-----"t=0" on init, but t unused.
-----"*1" - Whaa?
----For 2nd : Same as first, but...
-----Useless "d" - If you mean d as in distance, use d=sqrt(x*x+y*y)/sqrt(2) (Write the code w/o d, then write it again w/ d)
-----I'm not sure about this, but position the "z" line right below or after "r"
----For 3rd : Same as 1st, but :
-----Coding is quite cluttered, I think there's a little loophole
Diego :
--Whites out too often.
2 :
--Remove the invert out of the first utone - Grays and flickers.
--Whites out less often.
3 :
--Whites (Or nameofcolor-s) out kinda often.
--"t=pow(0,t)" - From common sense we all should know that 0^n=0. Simplify the rest yourself, just substitute 0 for t.
Rotoscope :
--The... uh... splotches of color on the screen are too static.
2:
--Same as first.
--Needn't thee the buffer saves. Just use additive output. Faster.
Ultimate Trap :
--Good.
--Change "a" into rand(121)/120
--n=rand(n1) with n1=rand(120) is the same as n=rand(120) with probability leaning towards the lower number. No offense, but I doubt that's your actual point.
--g=rand(120) not 1-120. It's 0-119.
--Use r=...*2... with t=t+0.05/64. For the ones that needs "r" and not "r/64", use "r*64"
2 :
--Same as 1.
--...Just with more redundant coding in SSC.
--Red is rand(0) (Or 1)
--Blue is rand(a)
3 :
--Nice-er, just add a few coloring effects.
--Oh yeah, same as 1.
4 :
--t=t+rand(16)+0.005; Eliminate "g".
--blue=0.4; in onbeat, that's all the colorcoding worth anything.
--Same as 1.
5 :
--x=x*0.5;y=y*0.5; in the very end. (Just for visual purposes) (Very good at it, too)
--Blue is max(a,g). Simplified, it's blue=max(120,80) or max(b*120,80). Either way, it's more than 1. Blue=1. Eliminate blue, since SSC's color is already white - no changes.
--Deja Vu? Nah. Same as 1.
Vertigo :
--Moving particles leaving stripes that expand. Riiiiiight.
--I think it's just me, but are you laying down the conv filter coordinates randomly?
2 :
--Added colors! But to me, it looks a bit ickier...
3 :
--Not much better. Grayer, screen more filled.
Overall : Put comments on top, and try to look for stupid codings (Most of the time it only takes basic mathematic knowledge and some logic). Improve aesthetically and try to code (Little by little, do it from scratch! Plan your way if you need to), and you'll be on your way.
Attached is a remix (Though I think it's a whole new preset now).
Oh, and Atero won't be here for a little while, he's busy hacking off peoples' heads and causing all sorts of racket in a little game =)
VisualAgnosia
14th January 2003 05:45 UTC
Nic01 your download doesn't seem to work. Chez sorry to hear about your breakdown. I liked Ultimate trap III. The others seemd kinda standard. But nice work.:up: Look after your self, your mental health is the most important thing, try getting rid of the things that bother you in your life in possible you better off without them. and see a psycologist they do help ppl in your situation.
dirkdeftly
14th January 2003 06:07 UTC
game = gta3, and I'm done with it for now, since I'm tired of doing the same missions over and over again since I can't load games since it's pirated.
and like nic said, lots of redundant/erroneous/unnecessary effects/coding. deviant's revenge III doesn't work (won't show anything, but the preset is running). diego, diego III, and ultimate trap III are very nice - ultimate trap V is excellent. i think you over-used the default/example scripts and the moving particle, though. also, remixing a preset over and over again w/only slight changes gets boring really fast :/ otherwise, very nice pack, you continue to improve :) good luck
anubis2003
14th January 2003 12:44 UTC
visAg,
To see Nic's presets I had to rename the downloaded file as a zip file. BTW Nic, your remixes are well done.
jheriko
16th January 2003 16:36 UTC
Originally posted by Atero
game = gta3
i can send you a fix for that save game bug if you want... don't expect it fast though... i'm not online as much as i used to be. just email me if you want it
Ches Dragon
20th January 2003 03:02 UTC
Ahh, you are correct, Deviants Revenge ( my version ) is shocking, I completely redid it, Its faster and more efficient now ( im learning oding ).
Ill post an updated Version of my pack here, more AVS, Less bugs, and yeah Deviants Revenge 3 is an error. I have kept Deviants revenge II as a reference as to my original, but its useless and will probably be turfed,
Enjoy, and hopefully you can work soemthing more out of the updated pack,
And Nic you are a legend for contributing!
Ches Dragon
20th January 2003 03:23 UTC
Originally posted by Nic01
So.. Much... Redundant coding and components...
Deviant's Revenge series : Useless blur on top.
-----"t=0" on init, but t unused.
-----"*1" - Whaa?
----For 2nd : Same as first, but...
-----Useless "d" - If you mean d as in distance, use d=sqrt(x*x+y*y)/sqrt(2) (Write the code w/o d, then write it again w/ d)
-----I'm not sure about this, but position the "z" line right below or after "r"
----For 3rd : Same as 1st, but :
-----Coding is quite cluttered, I think there's a little loophole
Diego :
--Whites out too often.
2 :
--Remove the invert out of the first utone - Grays and flickers.
--Whites out less often.
3 :
--Whites (Or nameofcolor-s) out kinda often.
--"t=pow(0,t)" - From common sense we all should know that 0^n=0. Simplify the rest yourself, just substitute 0 for t.
Rotoscope :
--The... uh... splotches of color on the screen are too static.
2:
--Same as first.
--Needn't thee the buffer saves. Just use additive output. Faster.
Ultimate Trap :
--Good.
--Change "a" into rand(121)/120
--n=rand(n1) with n1=rand(120) is the same as n=rand(120) with probability leaning towards the lower number. No offense, but I doubt that's your actual point.
--g=rand(120) not 1-120. It's 0-119.
--Use r=...*2... with t=t+0.05/64. For the ones that needs "r" and not "r/64", use "r*64"
2 :
--Same as 1.
--...Just with more redundant coding in SSC.
--Red is rand(0) (Or 1)
--Blue is rand(a)
3 :
--Nice-er, just add a few coloring effects.
--Oh yeah, same as 1.
4 :
--t=t+rand(16)+0.005; Eliminate "g".
--blue=0.4; in onbeat, that's all the colorcoding worth anything.
--Same as 1.
5 :
--x=x*0.5;y=y*0.5; in the very end. (Just for visual purposes) (Very good at it, too)
--Blue is max(a,g). Simplified, it's blue=max(120,80) or max(b*120,80). Either way, it's more than 1. Blue=1. Eliminate blue, since SSC's color is already white - no changes.
--Deja Vu? Nah. Same as 1.
Vertigo :
--Moving particles leaving stripes that expand. Riiiiiight.
--I think it's just me, but are you laying down the conv filter coordinates randomly?
2 :
--Added colors! But to me, it looks a bit ickier...
3 :
--Not much better. Grayer, screen more filled.
Overall : Put comments on top, and try to look for stupid codings (Most of the time it only takes basic mathematic knowledge and some logic). Improve aesthetically and try to code (Little by little, do it from scratch! Plan your way if you need to), and you'll be on your way.
Attached is a remix (Though I think it's a whole new preset now).
Oh, and Atero won't be here for a little while, he's busy hacking off peoples' heads and causing all sorts of racket in a little game =)
Sorry to Double post but yeah,
I went through this,
Yes you are right about many things, Code cluttered, Useless and clanky, but I havent been through the full speed up phase yet.
*1? What the hell? was I drunk when I put that into an AVS?
Oh my God.... about t=0 in init, I probably had T as a variable in the frame section but forgot to remove my starter from the init.
Deviants Revenge ( Version 1 ) is a disaster. Version 2 ( not remix 2 ) is way better ( FPS wise and aesthetically )
To me the whole colour in Ultimae Trap Series is brought out by the blue. Ill have to look cover that colour code, And yes,
To tell the Awful truth, I dont know what the hell the convo filter actually does, so therefore, random it is ( :confused: )
Also im missing an APE from your remix there.
anubis2003
20th January 2003 06:11 UTC
Please don't quote an entire post like that. Just refer to it in part. When you finish updating the presets put them back up on the forums. I'd like to see them.
Ches Dragon
20th January 2003 06:12 UTC
SOme of those updates will take a little while, but theyre coming...
Do you like my new stuff?
anubis2003
20th January 2003 06:41 UTC
Diego II- don't like moving particles and it shouldn't turn completely white.
Diego III- much like Diego II except it changes colors and turns white even more often.
Diego- My favorite of the three, but it still turns white. Try to isolate the cool color effect in these 3 without making it go white.
Rotoscope(I and II)- Don't like moving particles. Doesn't do much but it looks like it might have a good color effect.
Ultimate Trap(I-V)- SSC is a bit lonely. I like the Spyro Outreach Remix, but I wouldn't really call it a remix as it is entirely different from the other ones. Btw, try using some of the other APE's, you can include them in your pack just as easily as you can presets.
Deviant Revenge(all)- Not much in them except for the SSC which changes immediately on beat(try using a gradual/exponential change on beat(i.e. n=.9*n+.1*targetN)).
Vertigo(All)- Moving particles (try replacing these with SSC's (you can create really dynamic ones that even look like regular moving particles except they move around on beat and change color). I don't like the diagonal lines that much.
And remember, if you need any help figuring out how do stuff like SSC's and DM's you can always search the forums/web and ask us(assuming you already searched the forums and still need help). Overall rating: 3
Replace moving particles(which, IMHO, work well only when used as a background) with SSC's and add some movements/DMs to the "empty" presets.
Ches Dragon
21st January 2003 07:03 UTC
I wouldnt have the fiantest clue how to code a moving particle superscope, But I have been experimenting, and I have made a simple movement DM, by the way I am also remixing some of my old works to include in my upcoming 'Worst of' You wouldnt believe some of the coding errors ive seen myself commit!
On Bane ( from anarchy )
I had a DM,
It was in Polar,
It had
d=-d;
x=-x;
y=-y;
I was astonished at my stupidity!
More than once Ive said, was I stoned or drunk when I wrote this!
I think ive also almost solved the issues with Diego! It hardly ever whites out anymore, but more work still needs to be done!
jheriko
21st January 2003 14:49 UTC
Originally posted by Ches Dragon
I wouldnt have the fiantest clue how to code a moving particle superscope
With the texer this can be done quite easily, use a n=1 superscope. Then use x=d*cos(r);y=d*sin(r); if you'd find it easier to make curvy movements with it. Creating a simple MP is quite easy using d and r. Example preset is attached.
Bear in mind that I made this preset in about 5 minutes so there is much more that can be done to make an interesting moving particle.
anubis2003
21st January 2003 21:24 UTC
The other way to create a SSC MP without using the texer APE is to create a compact spiral with very little space between rings so that they appear to touch.
Ches Dragon
22nd January 2003 00:26 UTC
Thanks dude, Ill do some experimenting with this!
Ches Dragon
7th February 2003 08:16 UTC
I finally got my act together, and used that moving particle example as a basis to code my own particle, I wanted a more set course so I removed all the movement code and made my own very simple version, Ill post the Updated pack when I can. It uses the Texer APE to do some neat bubble like effects, Youll love it!
Ches Dragon
13th February 2003 00:01 UTC
Heres the Updated pack, your gonna love the new Preset or two.
anubis2003
13th February 2003 00:21 UTC
Ultimate TrapI - not very colorful and I don't like the starfield. Decent effect on the SSC.
Ultimate Trap II - looks way too white. Very repetitive.
Ultimate Trap III - Seen effect before, but is still a nice effect. Needs more colors.
Ultimate Trap IV(Nic01 Fix) - Too white. OK effect.
Ultimate Trap V - SSC and stars kinda blend together, but its OK.
Vertigo I - Don't like the lines or moving particles.
Vertigo II.2 - Don't like the lines. Isn't very reactive - very constant.
Vertigo III.2 - Still don't like the lines. OK morphing look to it with the background.
Gaussian I - Very very repetitive. Use DM's and nonrepetitive scopes.
Gaussian II - Better, but swirl should be a DM instead of a movement so rotation speed/direction changes.
Gaussian III - Very repetitive again. Don't like circles in background.
Diego I.2 - Noobish look. DDM looks like default(I'm not sure if it is or not, because I don't feel like checking).
Diego II.2 - Turns white fairly often. DDM is too static.
Diego III - Turns white also. Also has some flashing in it.
Deviant's Revenge - Simple line SSC preset. Try adding something else or making SSC more complicated.
Deviant's Revenge(Nic01 remix) - Don't like it's looks. Too static, the blobs should morph.
Arcane - Ugly edge effects for left and right(not too noticible). turns too bright too often. Don't really like the mosaic.
You should number your presets so they stay in order. I would also take out some of the remixes. Seeing the same basic preset 5 times isn't that great. Learn some more SSC/DM coding too.
Overall - 3.0
Ches Dragon
13th February 2003 00:32 UTC
I let them go into whatever order they fall in, Gaussian is one of my fave works, and yes I do need to make it alternate direction.
Ches Dragon
19th February 2003 10:39 UTC
Ive been looking into this and ive been wondering how exactly to make Gaussian II alternate in direction, I think your wrong when you said do a DM, It would most likely be in the Scopes movement code, I loked at it and I havent the skill to make it alternate direction, anyone have any good ideas?
anubis2003
19th February 2003 12:47 UTC
No, a DM is a dynamic movement. You can do much more with a DM because you have on frame and on beat boxes. it would be easiest to do something like:
beat: r2=rand(100)/100-.5;
frame: r=.9*r+.1*r2;