Content Provider lucky1 Posted October 17, 2021 Content Provider Share Posted October 17, 2021 1 hour ago, trueno92 said: Thank you for the quick reply and editot ipdate!! Please report if the 24planes playback is working. Link to comment Share on other sites More sharing options...
slippifishi Posted October 17, 2021 Share Posted October 17, 2021 You could consider an HD (256x64) display for your LAH project/mod upgrade; the extra resolution provided by the dots would be great for increasing the detail in those clips, and you already have a stable 128x32 base project to "upgrade" from, so in many cases would just have to switch the existing triggers to your imported scenes. Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted October 17, 2021 Content Provider Share Posted October 17, 2021 30 minutes ago, slippifishi said: You could consider an HD (256x64) display for your LAH project/mod upgrade; the extra resolution provided by the dots would be great for increasing the detail in those clips, and you already have a stable 128x32 base project to "upgrade" from, so in many cases would just have to switch the existing triggers to your imported scenes. Did you test this ? I have never tested 24planes playback on 256x64 and I´m not sure wether it works at all. But the videos already look great with 64 colors like in the video above. Link to comment Share on other sites More sharing options...
slippifishi Posted October 17, 2021 Share Posted October 17, 2021 No I haven't specifically tested importing and playing back 24 plane scenes etc, though I have tried a little bit of HD editing and to be honest am somewhat overwhelmed by the amount of editing that's required per frame (4x the work) in terms of the number of dots to be coloured or tidied up as a result of the autoscaling - that's not a complaint about the autoscaling, it does a really great job. However if you are importing scenes than you eliminate the need to do any dot editing at all. Link to comment Share on other sites More sharing options...
trueno92 Posted October 17, 2021 Author Share Posted October 17, 2021 (edited) I havent had a chance to test my broken proejct and reverted back to an earlier save copy and then repasted my imports, created new palettes and then re quantized the scenes and finally pasted it all over dtatanes hard work... i feel a bit dirty. @slippifishi you are totally right the bones for this project would be great for an HD REMIX. It would be much easier to copy paste every scene from a gif resize import - saves a ton of work from any touch ups. Also, another issue is once its scaled up, the 64 color palette may look very limited, as even in video, the panels need very careful palette choices. Anyway @slippifish, i won't get too crafty for demolition man! Lol, i think stick to the basics and flex more of that cross hatch dithering - i think that lost art looks ace in DM. Keep posted for the video uploads of my LAH movie mod, its been fun and even an easter egg. They certainly look better in real life, i wish the software would allow palette tuning - its just better off for static images. The Pin2dmd editor is a complex beast - one that honestly we don't give it credit for. it tries to be a simplified paint program it supports importing of gifs it allows adjusting of palettes, creations of net new finally it does the work to tie in the scenes, replaced or drawn, and keys them into the game to be played back in-game. Working within that sandbox - this is probably the LOWEST DEF of this movie export ever, with that said, it does look better in real life on the dmd, but its a far cry from the media we are used to - heck our phone's screen is like 30x the resolution of the dmd. Also, dmds refresh at 60fps, but the way the data east writes to it isn't like wpc and doesn't refresh the same - at least on LAH, i know i have seen 60fps scenes in LW3. also, the movie scenes are down sampled gifs that are downsampled to 128x32 pixels!!! even with good color gradients, i would need some good dithering to make it look really good, ala secret of monkey island type of illustration to bring the images to the next level.. but at 128x32, there isn't a lot of resolution to play with here unlike the old vga/ega days where we got at least 640x480, 320x240 types of resolutions... Edited October 17, 2021 by trueno92 Link to comment Share on other sites More sharing options...
trueno92 Posted October 18, 2021 Author Share Posted October 18, 2021 (edited) Proof of concept, it looks ok, but im not going to get into timings and reordering things. I straight up replaced scenes. I have dtatane credited in another attract mode easter egg! Need to test the newest editor.. Edited October 18, 2021 by trueno92 Link to comment Share on other sites More sharing options...
trueno92 Posted October 18, 2021 Author Share Posted October 18, 2021 (edited) Hi Lucky1, I have tested the editor newest version. 1. the image pasted in 24 plane does not get corrupted on rpin output. 2. the image pasted in editor shows as 24 plane 3. the image pasted in editor IF 24 PLANE, can not be edited any longer - i cannot paste over the image, I cannot paste over the image with a 6 plane image either. 4. the palette does not show correctly on 24 plane image in the editor, and the output rpin image shows without corruption, but the palette is slightly off and does not match the assigned palette from pin2dmd. Edited October 18, 2021 by trueno92 Link to comment Share on other sites More sharing options...
trueno92 Posted October 18, 2021 Author Share Posted October 18, 2021 (edited) how can i delete or overwrite this single frame so i can edit it again? it is the highlighted title - it is in 24 plane and no editing appears to have an effect on the image. this, "scene" is a single image. as you can see there is a large sequence of them. I need to delete this one. I tried renaming it, but it looks like the reference is not just the file name. as it is still connected to a keyframe. Edited October 18, 2021 by trueno92 Link to comment Share on other sites More sharing options...
slippifishi Posted October 18, 2021 Share Posted October 18, 2021 9 minutes ago, trueno92 said: I tried renaming it, but it looks like the reference is not just the file name. as it is still connected to a keyframe. Correct, you need to delete (all) the keyframes that use that scene before you can delete it. Link to comment Share on other sites More sharing options...
trueno92 Posted October 18, 2021 Author Share Posted October 18, 2021 ah thanks @slippifishi, my world is fixed again. Link to comment Share on other sites More sharing options...
trueno92 Posted October 19, 2021 Author Share Posted October 19, 2021 (edited) Feast your eyes on this!! ! Thx for the help everyone!! If you listen to the multiball sequence you can hear that the call outs and sound effects sync to the sequence! Great framework dtatane!! The scenes are replaced and lucky1, great work on the copy image paste on osx. I can invoke screen grab, set my 128x32 mask, and the paste directly into the editor worked great and played very nice with my palette options, which was a nice relief! Edited October 19, 2021 by trueno92 Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted October 19, 2021 Content Provider Share Posted October 19, 2021 11 hours ago, trueno92 said: 1. the image pasted in 24 plane does not get corrupted on rpin output. That is what I wanted to be tested. It is working again. 11 hours ago, trueno92 said: 2. the image pasted in editor shows as 24 plane That is correct 11 hours ago, trueno92 said: 3. the image pasted in editor IF 24 PLANE, can not be edited any longer - i cannot paste over the image, I cannot paste over the image with a 6 plane image either. That is like it should be. Mixing 6planes and 24planes is not something that is supported. A scene has to be consistent. If you want to paste into a 6 bit scene you need to quantize the source scene first. 11 hours ago, trueno92 said: 4. the palette does not show correctly on 24 plane image in the editor, and the output rpin image shows without corruption, but the palette is slightly off and does not match the assigned palette from pin2dmd. That is correct. Only the first 64 colors of the 256 colors in a gif are displayed in the palette. Link to comment Share on other sites More sharing options...
trueno92 Posted October 20, 2021 Author Share Posted October 20, 2021 K ladies and gents, a long and boring video that just shows off a couple of the scenes. No one will really play the game like this in real life but it is neat to see what had to be THE WORLDS LARGEST, HEAVIEST, LOWEST RESOLUTION movie clip player. Link to comment Share on other sites More sharing options...
TheFool Posted October 22, 2021 Share Posted October 22, 2021 Trueno92, Well done. The gifs look great. I have been playing around with gif scene replacement for my Iron Man. have not tested on the real machine yet, scenes show very dark on dmd display. I am still playing with the color saturation so that it shows better on the Pin2DMD. I am using photoshop to reduce to 128x32 and exporting as animated gif. I am still just testing but inspired by what you have done. Iron Man has a split screen so that is another challenge. Are you using Photoshop for the gif editing? any tips? I have attached a pic of one of the gifs I am working on. TheFool Link to comment Share on other sites More sharing options...
trueno92 Posted October 23, 2021 Author Share Posted October 23, 2021 Thanks for the compliments!! From what i can say on a real dmd, the scenes that are colored end up showing up a bit bright and almost washed out. Kinda lo-fi vhs like. I kept it simple witb the imports, the biggest and most important thing is to define a good palette. A good pallette will have nice color definitions across many frames of your animation, unless you split the animation for each frame separately. Yours looks nice for that frame. I am using a mac and i crudely used ezgif.com - i found gifs online, would link the img address to the ezgif site and resize them. Now i got good at overlaying text to flash, like 'SHOOT AGAIN'. Once you get your gif resized, import it into pin2dmd editor. Then, create a new palette, and extract the palette from the most colorful frame of the gif. After that use that palette to quantize the imported gif. Then use then use that quantized scene to replace your dots. What i also am finding out is, for some reason, the editor does a much better job of pasting a copied image that is the same resolution as the dmd you are working with and as long as you are using a palette thsts close to the colors used in the image you are pasting, it does a surprisingly good job of getting them into the dmd better than importing a gif. Let me know if you have more questions! Link to comment Share on other sites More sharing options...
trueno92 Posted October 23, 2021 Author Share Posted October 23, 2021 Link to comment Share on other sites More sharing options...
sudsy7 Posted October 23, 2021 Share Posted October 23, 2021 9 hours ago, trueno92 said: After that use that palette to quantize the imported gif. Then use then use that quantized scene to replace your dots. What is a "quantized scene"? Link to comment Share on other sites More sharing options...
trueno92 Posted October 23, 2021 Author Share Posted October 23, 2021 2 hours ago, sudsy7 said: What is a "quantized scene"? Its a feature in the editor u need to use after you import your scrne and create your new palette. It downsamples the 24plane scene down to 6plane according to the colors defined in the nee palette Link to comment Share on other sites More sharing options...
TheFool Posted October 23, 2021 Share Posted October 23, 2021 Trueno92, thank you for all the advice and tips. I am getting not quite sure of what i am doing wrong, but when I try to extract palette from scene All colors are Black. Also the quantized scene shows only 2 colors. I played a bit with quantized scene yesterday and it reduced to about 6 colors so I am doing something or the palette needs to be refined before I import to Pin2dmd editor. I attempted to apply the Pin2dmd 0-Pal0 to gif in photoshop before importing to Pin2dmd editor and for some reason the exported gif would not maintain the same RGB values. if I don't change the color in photoshop they look good on my computer screen but are super dark on the Pin2dmd display. Also your advice to "define good color palette" is much appreciated. 11 hours ago, trueno92 said: Then, create a new palette, and extract the palette from the most colorful frame of the gif. After that use that palette to quantize the imported gif. Then use then use that quantized scene to replace your dots. Any chance you could go through each of the steps to this in a bit of detail? It seems straight forward but I am just not figuring it out. I attached shots of both extraction and gif after I quantized scene TheFool Link to comment Share on other sites More sharing options...
trueno92 Posted October 23, 2021 Author Share Posted October 23, 2021 I think the step you are missing is to play your imported gif and stop it when you get to a frame that has many of the colors that are reused throughout the gif. Then you have to extract to a new palette, when you see the palette picker screen it should populate with all the colors used on the frame you selected from your gif. Now in the palette picker, you need to select 64 colors. These need to be a broad selection of light and dark colors used from that frame. You can use the slider, to pair down 64, but i found you need to manually pick. Pressing on a color square (swatch) will highlight that color and it will be added to the palette when you press 'update palette'. You want to avoid very similar shades of color so you can make the most of the 64 color limitation. Then when you have finished it, you can quantize the scene and it will be processed in the 6plane color space. And you will see it the new quantize scene 'scene_q' at the bottom of you scenes list. Lemme know if you get stuck, hoping this will help others too. Link to comment Share on other sites More sharing options...
trueno92 Posted October 25, 2021 Author Share Posted October 25, 2021 Some attract mode updates Link to comment Share on other sites More sharing options...
trueno92 Posted October 27, 2021 Author Share Posted October 27, 2021 More inspiration for other budding scene replacers: Link to comment Share on other sites More sharing options...
TheFool Posted October 30, 2021 Share Posted October 30, 2021 True Thanks for your help. I went back and followed your steps. I realized that when I was exporting a gif from photoshop I would limit palette to 64 colors and that it would not work when i would try quantize a scene. If I export gif from PS at 256 or even 128 colors I would get better results. I am trying to figure a way to reduce the number of steps it takes in photoshop to reduce gif to correct pixel size for DMD. A lot depends on quality of gif that I am working with. Your advice helped a lot. Now I keep gifs at 256 colors, import to Pin2dmd editor and then set the palette and then quantize scene. This helps keep the gif colors consistent with others that are being replaced. Great job on Last Action Hero, I'm inspired. TheFool Link to comment Share on other sites More sharing options...
trueno92 Posted October 30, 2021 Author Share Posted October 30, 2021 Nice to hear some progress coming a long. Its not too critical to master the to-be gif in photoshop or any editing software. As long as you can get the size down to 128x32 it should be fine. By the time you import the scene, its so lo def that you can make changes with palette choices. At least thats what i found and it ended up working out without too much time expensed. A lot of detail is lost when its brought down to low def, and its on the screen for a short period anyway... Link to comment Share on other sites More sharing options...
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