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Eduke32 Logo animated!  "...for your vids!"

User is offline   neoacix 

#61

I've fixed a lot of things in my lasted video... don't hang up to this outdated image. :D
And I didn't make this 3d Model for a still picture, I've done it for an animation.

Black background because it fades well into other movies... and the explosion effect won't work on white...

Also I tested a lot of colors and ended up with these.
The problem is, that you can't just use a bright color like azure, you have to use some kind of shade from it to let it look good.
Otherwise it would look like some plastic toy...

But I'll try to adjust the colors to Cages Logo tomorrow.

@Cage,
could you give me a link to the font you used?
I would try to make another animation with that font style.

This post has been edited by dpax: 08 January 2014 - 03:48 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#62

View PostFox, on 08 January 2014 - 03:23 PM, said:

Maybe it's just me, but the texture doesn't feel right. It doesn't hold the greatness of rusted metal texture from the original Duke 3D intro.
Agreed.

View PostFox, on 08 January 2014 - 03:23 PM, said:

But more importantly, the color is far too different from the Eduke32 logo, It is purplish and black, while it should be azure with a white background.
I like dpax' colours and I've never liked the Eduke32 logo. :D
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User is offline   neoacix 

#63

View PostFox, on 08 January 2014 - 03:23 PM, said:

... It doesn't hold the greatness of rusted metal texture from the original Duke 3D intro. ...


I almost forgot about that...
A rusted metal texture is something I also want to test, but that will take some time.

For today I'm done. :D
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#64

View Postdpax, on 08 January 2014 - 03:46 PM, said:

The problem is, that you can't just use a bright color like azure, you have to use some kind of shade from it to let it look good.
Otherwise it would look like some plastic toy...

I don't believe that's the case, since Duke Nukem logo is yellow. But the point is that you shouldn't change the color because it's also part of the logo, i.e. a different shade of a color is enough for a product recall.

This post has been edited by Fox: 08 January 2014 - 04:16 PM

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User is offline   Gambini 

#65

The teeth in the cog look a lot better now, but they´re too separated from each other. When modelling/drawing/whatever a cog imagine it engaging with another one. How the tooth in one will stick into the gaps of the other will define the shape of the teeth and the gaps.

Posted Image


Many may think "who the hell cares" but those tiny details subliminally create a satisfying sensation over a product.
2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#66

Gearbox logo would never work out then. But I guess that's a genuine representation of their products.
11

User is offline   Gambini 

#67

lol

but it´s not bad though. Cogs with few teeth have obviously larger gaps because each tooth remains in contact with the other drive much longer than when the teeth are small.
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User is offline   neoacix 

#68

View PostGambini, on 08 January 2014 - 04:13 PM, said:

The teeth in the cog look a lot better now, but they´re too separated from each other. When modelling/drawing/whatever a cog imagine it engaging with another one. How the tooth in one will stick into the gaps of the other will define the shape of the teeth and the gaps.
Many may think "who the hell cares" but those tiny details subliminally create a satisfying sensation over a product.


Ah... come on...
it's a damn logo not a CAD concept for a gearing mechanism. :D
It should be abstract and some kind of simplyfied.
To much teeth and geometry would fuck up the design, trust me.

View PostFox, on 08 January 2014 - 04:09 PM, said:

I don't believe that's the case, since Duke Nukem logo is yellow. But the point is that you shouldn't change the color because it's also part of the logo, i.e. a different shade of a color is enough for a product recall.


The original logo may appear yellow, but the averrage color is like that:
Posted Image
And If taken the averrage color from the logo you linked before.

It's simply not that easy in 3D to choose texture colors.
A lot depends on lightning and how you arrange objects.
Your brain is running a filter on your view, and choose colors depending on how things around looks like.
So you may think its yellow, but it's not.
It's some kind of orange/brown mixture and only a shade of yellow.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#69

http://en.wikipedia.org/wiki/Yellow
But that's missing the point, right?
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User is offline   neoacix 

#70

At last, I've finished my animated intro... this IS the final version, take it or not.

Posted Image
Posted Image

Last changes:

* polished models (especially the gear)
* used Cages colors and font from his svg (shaded)
* redone the whole lightning
* added enhanced explosion effect
* sync animation perfect to sound
* polished and shaded everything to look good

Youtube:


Direct download:
http://www.intrinia....uke32-intro.mp4

If you use this for your own video, it would be nice to mention me in your credits as "Intrinia Solutions".

This post has been edited by dpax: 12 January 2014 - 06:08 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#71

Good job. Some things are bothering me (like the angles), but I guess nothing can be done about it now.
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User is offline   neoacix 

#72

Yes, the angles... the only thing I didn't fix because I've done it in an early stage.
It's bothering me too, but I have to remake the whole inner circle to fix it... and I'm too lazy to do it again.

I thought about it, but the intro is only 10 seconds long and the unsymetry is giving some dynamic too, so I didn't changed it.

Next time I know it better, but I started basicly from scratch in 3D-modeling...
1

#73

Very nice Logo! Could you tell me how to install it?
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User is offline   ReaperMan 

#74

@ dpax

Love the animation.
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User is offline   neoacix 

#75

Thx reaperman. :D

View PostLe Gluon du Net, on 12 January 2014 - 11:58 AM, said:

Very nice Logo! Could you tell me how to install it?


This animation was thought as a short intro for eduke youtube videos and stuff like that.
There is no install, it's just a short clip.
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#76

View Postdpax, on 12 January 2014 - 08:46 PM, said:

Thx reaperman. :D



This animation was thought as a short intro for eduke youtube videos and stuff like that.
There is no install, it's just a short clip.


I thought your video was a replacement for the Duke Nukem start animation intro:



I don't know if Eduke32 has the feature to replace this video wich looks older today.

This post has been edited by Le Gluon du Net: 13 January 2014 - 08:59 AM

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User is offline   Micky C 

  • Honored Donor

#77

EDuke32 supports the VP8 video format so it's theoretically possible.
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User is offline   Helixhorned 

  • EDuke32 Developer

#78

See this wiki entry for more details, and the ivfrate command-line utility to set the frame rate.
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User is offline   neoacix 

#79

Hm... this is interessting.
I didn't thought about a replacement for the logo animation, but now I wan't to try it!

@Helixhorned,

which resolution and framerate should an .ivf have?

I've converted my .mp4 to .ivf with ffmpeg as it is written in the wiki.
I can play the result with ffplay or vlc-player, but there is no sound.

Doesn't the .ivf-format support sound or should I use some extra parameters in ffmpeg?

Also, i can't find any help for using ivfrate, neither in the wiki or elsewhere.
Tried -h --help and /? for parameters, but it doesn't put out any hint for usage.

And I copied my logo.ivf into the autoload folder of eduke.

Quote

To play it in-game now we just have to place it in a search path or in a custom mod directory and give it the same name as the .anm file that we want to replace (eg logo.ivf for the animation logo when the game starts).

But that doesn't work and nothing about this is mentioned in the eduke log.
Edit: I put the .ivf into a zip and now it works!
But it's still missing sound...

Any help would be very appreciated!

This post has been edited by dpax: 13 January 2014 - 12:40 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#80

View Postdpax, on 13 January 2014 - 12:33 PM, said:

I've converted my .mp4 to .ivf with ffmpeg as it is written in the wiki.
I can play the result with ffplay or vlc-player, but there is no sound.

Doesn't the .ivf-format support sound or should I use some extra parameters in ffmpeg?

VP8 is purely the video stream. Sound is defined using a special DEF token, animsounds.

You could argue that it's a bit quirky... the reason was a mixture of keeping dependencies to a minimum and that the code doesn't have to bother with A/V sync.

Quote

Also, i can't find any help for using ivfrate, neither in the wiki or elsewhere.
Tried -h --help and /? for parameters, but it doesn't put out any hint for usage.

Oh, agreed that -h etc. should give the usage text. Right now it's outputted if run with no args:

Usage: ./ivfrate <file.ivf> [<fpsnumerator> <fpsdenominator> [-force]]
 Without -force, <fpsnumerator> must be < 1000.
 If <fpsnumerator> is >= 1000, the actual frame rate
 is set to 30 fps on playback.


So, if you set the frame rate to that of the original video, you can play back the whole audio stream as a single sound at frame 1.

Quote

And I copied my logo.ivf into the autoload folder of eduke.

But that doesn't work and nothing about this is mentioned in the eduke log.
Edit: I put the .ivf into a zip and now it works!

EDuke32 should find it in any searched location registered at startup (directory for "-j", GRP, ZIP). I consider autoload deprecated, so I can't give advice on that.
1

User is offline   neoacix 

#81

View PostHelixhorned, on 13 January 2014 - 12:56 PM, said:

VP8 is purely the video stream. Sound is defined using a special DEF token, animsounds.

You could argue that it's a bit quirky... the reason was a mixture of keeping dependencies to a minimum and that the code doesn't have to bother with A/V sync.


Thanks. I found this thread here a 5 minutes ago and started playing around with animsounds. ^^
http://forums.duke4....eos-with-sound/

View PostHelixhorned, on 13 January 2014 - 12:56 PM, said:

Oh, agreed that -h etc. should give the usage text. Right now it's outputted if run with no args:

Usage: ./ivfrate <file.ivf> [<fpsnumerator> <fpsdenominator> [-force]]
 Without -force, <fpsnumerator> must be < 1000.
 If <fpsnumerator> is >= 1000, the actual frame rate
 is set to 30 fps on playback.



Hehe, I also started it without args and it gives me nothing. ^^
I downloaded r4075 from your link, maybe this is an outdated package.

View PostHelixhorned, on 13 January 2014 - 12:56 PM, said:

So, if you set the frame rate to that of the original video, you can play back the whole audio stream as a single sound at frame 1.

Of course! :D
I started to play around with flyby and pipebomb sound, but using my own soundfile is way better!
Thanks a lot for bringing me on this idea!
Now I only have to find out how to use it... but that should be no problem.

View PostHelixhorned, on 13 January 2014 - 12:56 PM, said:

EDuke32 should find it in any searched location registered at startup (directory for "-j", GRP, ZIP). I consider autoload deprecated, so I can't give advice on that.


Yeah, the problem was that I just copied the logo.ivf directly into the autoload folder.
After packing it into a .zip it worked like a charm!

This post has been edited by dpax: 13 January 2014 - 01:17 PM

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User is offline   neoacix 

#82

Okay, getting any sound to the logo is still harder as I thought...

Here is what I made:

* packed the logo.ivf and logo.ogg directly into the root of my HRP-zip (I repacked it)
* added following to duke3d_hrp.def (which will be loaded on startup):

echo "new logo loadup!"

//definesound 999 "logo.ogg" 0 0 255 4 0
sound { id "999" file "logo.ogg" }
animsounds logo { 1 999 }


Results:

* new logo video is shown at startup
* uncommenting definesound will result in multiple errors in the log ... tried different syntax also...
* the sound command doesn't through any errors in the log, but ...
* no sound

Changing animsounds to a common sound-id like 244 will result in playing that sound, but showing no intro movie...

Where do I go wrong?!

This post has been edited by dpax: 13 January 2014 - 02:21 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#83

View Postdpax, on 13 January 2014 - 02:20 PM, said:

Where do I go wrong?!
999 is an integer, not a string. Remove the quotes or try:
echo "new logo loadup!"

define INTRO_SOUND 4095

definesound INTRO_SOUND "logo.ogg" 0 0 255 4 0
sound { id INTRO_SOUND file "logo.ogg" }
animsounds logo { 1 INTRO_SOUND }


Btw., you should not change a 'well-known' file like the HRP zip, because it might become quite difficult to get help when running into problems. Better make a separate zip and choose an according name to get it loaded from the right place in autolooad's alphabetical order (if necessary).

This post has been edited by LeoD: 13 January 2014 - 03:23 PM

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User is offline   neoacix 

#84

Thanks for your reply LeoD, but I guess the problem laid elsewhere.

I tried a few things meantime and came to this:

* define and definesound is CON code
* sound and animsounds ist DEF code

After seperating them in 2 different files...

CON:
define INTROSOUND 999
definesound INTROSOUND logo.wav 0 0 255 12 0


DEF:
animsounds logo { 1 999 }


...it worked.

But it's far to quiet...

...continuing working on it.
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User is offline   neoacix 

#85

Okay, here is what I ended up with:

http://intrinia.de/stuff/duke/logo.zip

How to install:

* download logo.zip and put it into your autoload folder of eduke
* add this to a .con file that is beeing loaded at startup: include logo.con
* add this to a .def file that is beeing loaded at startup: include logo.def

And that's it.
Sound is still to quit, but I don't know how to make it louder...

Redited my first post to show the best of this thread.

This post has been edited by dpax: 13 January 2014 - 04:59 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #86

^This is the kind of situation that calls for my profiles idea. In the meantime, you can use my modules feature:

eduke32 -mx logo.con -mh logo.def
2

User is offline   neoacix 

#87

Nice!
Added this to my first post.
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#88

Happy to have a new logo animation at Duke Nukem start, it rocks baby ;-)

my 3 cents:

--> As Eduke32 gives HD Duke Nukem game experience, it will be better if the video would be in HD format too.
--> logo is all blue, it's the standard Eduke32 color logo. But Duke Nukem standard color is yellow/red and the transition between video animation color and Duke Nukem next screens pictures could look strange
--> I confirm that If I launch Eduke32 directly, video Animation has no sound.

This post has been edited by Le Gluon du Net: 14 January 2014 - 10:46 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #89

View PostLe Gluon du Net, on 14 January 2014 - 10:45 AM, said:

--> logo is all blue, it's the standard Eduke32 color logo. But Duke Nukem standard color is yellow/red and the transition between video animation color and Duke Nukem next screens pictures could look strange

This logo isn't intended to replace LOGO.ANM.
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User is offline   neoacix 

#90

View PostLe Gluon du Net, on 14 January 2014 - 10:45 AM, said:

Happy to have a new logo animation at Duke Nukem start, it rocks baby ;-)

my 3 cents:

--> As Eduke32 gives HD Duke Nukem game experience, it will be better if the video would be in HD format too.


I converted my video which is 720p, but there is a loss of quality due to the conversation.

View PostLe Gluon du Net, on 14 January 2014 - 10:45 AM, said:

--> logo is all blue, it's the standard Eduke32 color logo. But Duke Nukem standard color is yellow/red and the transition between video animation color and Duke Nukem next screens pictures could look strange


If you wan't a high quality replacement of the original animation, you should use the Xbox or PSX version, which Hendricks already has converted.
You can find them in this thread, including instructions for the sound:
http://forums.duke4....post__p__127453

View PostLe Gluon du Net, on 14 January 2014 - 10:45 AM, said:

--> I confirm that If I launch Eduke32 directly, video Animation has no sound.


That's just how it should work and why I added sound with CON and DEF files, as it meant to be in Eduke32.

This post has been edited by dpax: 15 January 2014 - 12:03 PM

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