Author Topic: Full motion video  (Read 48455 times)

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Offline OmerMor

Re: Full motion video
« Reply #15 on: February 27, 2016, 01:38:38 PM »
Great job kawa!
I think it should be integrated into SCI Companion, but I guess it's in C# so I guess not.

Offline Kawa

Re: Full motion video
« Reply #16 on: February 27, 2016, 02:16:57 PM »
The code is simple enough. On the other hand, I've found C#'s standard library (or .Net's, I guess?) to be somewhat easier to work with than C++'s.

And then there's Managed C++.

Offline Collector

Re: Full motion video
« Reply #17 on: February 27, 2016, 04:53:17 PM »
No problem. It would not have to too elaborate. If you don't mind I could play around with it.
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Offline MusicallyInspired

Re: Full motion video
« Reply #18 on: February 27, 2016, 04:59:57 PM »
This would be a fantastic addition to Companion.
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Offline Kawa

Re: Full motion video
« Reply #19 on: February 27, 2016, 06:29:43 PM »
Gonna need some kinda GUI though :3

Offline Collector

Re: Full motion video
« Reply #20 on: March 01, 2016, 10:57:07 PM »
So I was kicking this around. Very rough first attempt, but it works. I combined your player and maker in a Win Form. You can load the source images by clicking the 'Add' button or dragging and dropping in the listbox. Items can be rearranged by dragging and dropping within the listbox or selecting an item and using the 'up' or 'down' buttons. The out file can be set in the SEQ name box at the bottom. When you have the files added and an out name set, just click the 'Make SEQ' button.

You can view the resulting SEQ file by selecting it from the open button on the tool bar and clicking the play button.

What need to be done is to adjust Kawa's code to allow for using a different order and possibly unnumbered input names. For now it will just use the same location of the in files for the output folder, but this should be by the path passed from Companion, possibly in a "SEQ" sub folder, since this is where Sierra usually placed them. The player controls were just pasted in from another project of mine. I will probably delete the volume slider, but I am kicking around the idea of having it play the aud and or snd resource(s) that would be used in game to be able to check audio sync. This might be more trouble than it is worth.

If there is any interest in this I can put it up on my Bitbucket account after I get it cleaned up and a little more tested.
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Offline Collector

Re: Full motion video
« Reply #21 on: March 03, 2016, 07:12:48 PM »
I'm sorry if I was stepping on your toes with your code, Kawa, but if you do not want me working with your project and if there is no interest by others, I do not want to invest much more time into this.
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Offline Kawa

Re: Full motion video
« Reply #22 on: March 03, 2016, 08:38:34 PM »
For the player I literally preprocessed ScummVM's code, and for the converter, I'd actually welcome another contributor... albeit mostly with regards to RLE compression, see if that car video can get any smaller XD

Nah seriously though go nuts.

Offline MusicallyInspired

Re: Full motion video
« Reply #23 on: March 03, 2016, 11:22:37 PM »
This is brilliant! That'll aid some fancy touches to game making quite nicely! :)
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Offline Collector

Re: Full motion video
« Reply #24 on: March 04, 2016, 12:07:44 AM »
OK, I'll clean it up and put it on my GIT. Perhaps over the weekend. Perhaps it could become a community effort. Might be nice to add an animated GIF import.
« Last Edit: March 04, 2016, 12:09:49 AM by Collector »
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Offline Collector

Re: Full motion video
« Reply #25 on: March 04, 2016, 12:15:51 AM »
Here is a build in its current form, warts and all. It is a bit buggy. Just drop it in a folder inside of Companion's Plugin folder. Load a project and call it from Companion's Plugin Plugin menu.
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Offline Collector

Re: Full motion video
« Reply #26 on: March 04, 2016, 07:38:51 PM »
I have it so that it will add frames in order of the sequence in the listbox so that the user can order them as needed. This means that there is no need to number the file names other than for the user's convenience. Selecting an image in the listbox will display it in the picturebox on the right side if there is no SEQ file loaded.

I would like to add support for other image formats like PCX and GIF, but these are no supported by .NET. Does anyone have a suggestion for a wrapper?

Also, what does anyone think about having the tool automatically adding the "movieDir=" entry in the CFG file?
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Offline Kawa

Re: Full motion video
« Reply #27 on: March 04, 2016, 07:46:03 PM »
PCX oughta be easy enough. You'll notice my encoder doesn't use .Net's Image classes, but reads the bitmaps raw. A wrapper would not be impossible to produce, handling things like BMP's upside-downness and PCX's RLE and just passing raw 320x200 pixmaps to the encoder... and maybe a PCX-to-Sys.Draw.Bitmap method for display XD

Offline Collector

Re: Full motion video
« Reply #28 on: March 04, 2016, 08:37:52 PM »
It does not like PCX as is. Your CheckValid method cannot determine the size. If I skip it, it will generate the SEQ, but it is all scrambled. Also you cannot load PCX or GIF images in a .NET picturebox without a wrapper. I'll try to upload the project later tonight or tomorrow and you tale a look if you want.
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Offline Collector

Re: Full motion video
« Reply #29 on: March 05, 2016, 01:32:43 AM »
Shelving the additional formats for now. I was trying to make the GUI a little more complete. I added a FlowLayoutPanel to display a thumbnail for each image. These are in the same order as the list. If the list  is reordered or if an image is removed or a new image is added, the order of the thumbnails will reflect the change. This will give an at-a-glance view of the frame order.

The "Use SEQ Subdirectory" checkbox will let the user set the output to a subdirectory named 'SEQ' under the project's folder. Deselecting it will set the output to the project's base folder.
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