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lucky1

Pin2Dmd Editor

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@slippifishi Thanks for all the info, this could really help me although it will be still much work to do. Could your tool help me somehow to get an overview about all tables scene to find out the possibilities when beginning a new project? 

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6 hours ago, NetzZWerg said:

I would love to have the option to select a mask and see which scenes are currently using it. This would be a huge help, because we would be able to change some masks later to make them fit for more scenes to trigger. Do you think this could be possible @lucky1

Should be no Problem but I have to wait for Steve to have some time to take care of it. Best option is to add your wishes to the issue list on github like I do it here

https://github.com/sker65/go-dmd-clock/issues

It would also be great if pin2dmd editor professionals like @slippifishi , @NetzZWerg and @cb3could make suggestions how to improve the layout and usability of the editor 

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1 hour ago, NetzZWerg said:

@slippifishi Thanks for all the info, this could really help me although it will be still much work to do. Could your tool help me somehow to get an overview about all tables scene to find out the possibilities when beginning a new project? 

@NetzZWerg Try the attached to help with your current problem; wish I'd written it sooner, it's very interesting to see trigger and palette counts on my projects :) TNG was 1100+ triggers! Probably not perfect but let me know if you run into any issues.

@lucky1 As for ideas/suggestions for the editor, I definitely have a few I that in my opinion would help save masses of time - I will add some comments to github in the near future.

NetzZWerg mentioned a tool I had sent to him  that is ultimately nothing more than a dump browser, but it lets you see a list of hashes up front and do some analysis and planning outside of the editor with crucial keyboard navigation! For the record, there is a copy available below. I don't know how useful NetzZ has found it, but it's definitely helped me save some time when it comes to repeating scenes and working out efficient triggering. It's not without its faults and quirks, but it does the job I created it for, happy to share the C# sources if required, though there is nothing ground breaking here...

https://drive.google.com/drive/folders/14EfpaVO5oAkja6wFe79BG-R0rc2Gtqcl?usp=sharing

I did look into some "auto-analysis" type methods that are under discussion elsewhere on the internet for a rival product ;) but in my opinion there were just too many variables to make it that viable. It would be easy to auto detect non-dynamic sequences, but without defining masks upfront and really restricting the number of frames to be analysed there was too big a chance of the wrong stuff being detected. By the time you've worked out the mask and restricted the frame sequence, you have already done all the hard work and the fun part of colouring it by hand can begin...

p2dprojectinfo.zip

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@slippifishi Thank you, I will try. Honestly I only had a quick look at the tool since I already was in the middle of the colorization process, but wanted to work with it on my next project. I think it would be great to add the functions of your tool to the editor, I will check it again. Maybe it could also help me to with my current problem. Great work, thank you for sharing! 

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On 8/4/2019 at 1:43 PM, slippifishi said:

@NetzZWerg Try the attached to help with your current problem; wish I'd written it sooner, it's very interesting to see trigger and palette counts on my projects :) TNG was 1100+ triggers! Probably not perfect but let me know if you run into any issues.

@lucky1 As for ideas/suggestions for the editor, I definitely have a few I that in my opinion would help save masses of time - I will add some comments to github in the near future.

NetzZWerg mentioned a tool I had sent to him  that is ultimately nothing more than a dump browser, but it lets you see a list of hashes up front and do some analysis and planning outside of the editor with crucial keyboard navigation! For the record, there is a copy available below. I don't know how useful NetzZ has found it, but it's definitely helped me save some time when it comes to repeating scenes and working out efficient triggering. It's not without its faults and quirks, but it does the job I created it for, happy to share the C# sources if required, though there is nothing ground breaking here...

https://drive.google.com/drive/folders/14EfpaVO5oAkja6wFe79BG-R0rc2Gtqcl?usp=sharing

I did look into some "auto-analysis" type methods that are under discussion elsewhere on the internet for a rival product ;) but in my opinion there were just too many variables to make it that viable. It would be easy to auto detect non-dynamic sequences, but without defining masks upfront and really restricting the number of frames to be analysed there was too big a chance of the wrong stuff being detected. By the time you've worked out the mask and restricted the frame sequence, you have already done all the hard work and the fun part of colouring it by hand can begin...

p2dprojectinfo.zip 15.73 kB · 3 downloads

This is pretty useful slippi, I track all of this info in a spreadsheet to keep myself organized, it works well for me however is almost as time consuming as the actual coloring.  Could you make your tool be able to export into google sheets or excel?  Then you could manipulate and sort as needed for any modifications or condensing you'd like to make e.g. palettes or masks for size efficiencies?

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Sometimes I turn google docs into a colour project too...

image.png.5c1618a3dd3e4cb7d9259eb5b8e9d32f.png

Try this, you can now export the list of triggers and palettes to a CSV for easy import into google docs. There's probably a way to load the project XML directly into google docs if I really thought about it but this should suffice I think (no need to export the masks data, you can get that for free with the trigger list export and filtering)

p2dprojectinfo.zip

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On 8/4/2019 at 9:21 AM, lucky1 said:

Should be no Problem but I have to wait for Steve to have some time to take care of it. Best option is to add your wishes to the issue list on github like I do it here

https://github.com/sker65/go-dmd-clock/issues

It would also be great if pin2dmd editor professionals like @slippifishi , @NetzZWerg and @cb3could make suggestions how to improve the layout and usability of the editor 

 

here is a few suggestions

can we get 2 more cut buttons 

1. normal button

2. cut and create pallet -- you can't enable this in the options given that you don't always need a new pallet for each scene.

3.  cut and create  keyframe -->  you can't go into the options and enable this given that many keyframes need a mask

this button will only be used for scenes that don't require a mask.

at the very least I like to have a check box next to the cut button to enable 2 or 3   or both at the same time.

 

I like to have the ability to select multiple scenes  to apply the same pallet.

or "Lock" the pallet so that all the scenes I cut use the pallet selected.

 

I like a second tab for both for scenes and keyframes

I don't like scrolling trough hundreds of scenes and keyframes,  and would like the ability to "MOVE" (not display) 

 scenes or keyframes that are working correctly  to a "Finished Scenes (keyframe)  Tab".  

 

export a list of all hash numbers  in use  or have the editor show me that the has tag is in use

similar to how the editor shows you that Mask# is in use,  I would like the editor to show me

if a hashtag is in use as I scroll trough my recording.  I sometimes get recordings that skip frames.

and I have to get a second recording to add that missing frame,  I don't like to blindly scroll trough the new recording to find my missing frame.

 

 

give me the ability to modify a mask in use

Given that we have a limited amount of mask to use,   I reuse the same mask on multiple scenes.

in some cases you can add more scenes to a mask that is in use by slightly modifying the mask.

Only way you can do that is if you delete all the keyframes that are using that mask.

 

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You should post your feature requests to the github link lucky posted - https://github.com/sker65/go-dmd-clock/issues. Some kind of "folder" hierarchy view for managing scenes and triggers would be useful, I agree, that would help achieve what you describe for "finished scenes".

14 minutes ago, Pinballuser said:

give me the ability to modify a mask in use

Given that we have a limited amount of mask to use,   I reuse the same mask on multiple scenes.

in some cases you can add more scenes to a mask that is in use by slightly modifying the mask.

Only way you can do that is if you delete all the keyframes that are using that mask.

 

I don't think this is practically possible though :( the triggers you created with the mask are tied to the hash generated by that mask. If you changed the mask shape, you (potentially) change the generated hash, and none of your previously set triggers would fire anymore. There might be cases where the new shaped mask doesn't change the trigger hash, but for the cases where it does, you would have to go back and retrigger everything and this might actually be more work than deleting the mask and starting fresh.

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this is a question about the editor not a request

I saw all of Steves YouTube videos,  and in Chapter 3  he explains Color Mask Sequence (on a very old editor version)

nobody has coveted this method on any of their tutorials (none that I have seen),  and I have yet to download a project that has this method implemented.

1.  Each Scene that implements a Color Mask Sequence is going to need a unique Mask.  Do I have to dedicated a mask for each scene that is set to Color Mask Sequence. 

If I have 20  Color Mask Sequence scenes in a project do I need to use 20 masks?

1. I tried to use this method but I can't modify the mask  the pen, bucket and square  are inaccessible. Steve does a Past Over (Shift+Ctrl+V)  to copy and past his mask to a different scene.

when I do this I copy the colors  and not the mask (again I can't modify the mask).

 

 

can we please get a chapter 4 video explaining what the difference is  and how to use the following methods of masking methods

Replace Sequence

Color Mask Layered

Replace Masked

Color Mask Sequence  

I have seen  Scenes that transition from a scene with dynamic content to another scene with more dynamic content (mainly the main score display that fills the majority of the DMD screen)

the way I would do those scenes is by cutting the entire scene into individual frames and then use existing masks.  Aside from not being the most efficient way of doing it; this creates problems

as some masks are applied to wrong scenes.  This is because I have to use very small masks as the main score display takes up a large portion of the screen.

  I would think that it would be faster and better to use Color Mask Sequences for this type of scenes  but I"m still not 100% certain on how to use this method of masking.

 

 

 

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