Visionaire RC1 Released!

  • #40, by MachtnixSunday, 25. June 2017, 19:35 7 years ago
    Btw: I use a Premiere Pro also and mostly, so I haven't lack of tools...

    Yes, I can convert movies and pictures into the web*-format AFTER editing (for the final Vis version), but it makes more sense to use the same formats during the editing. Editing frames in Premiere or Video de Luxe, exporting to .mov or .mpg (first compression), then converting into .web* with a converting tool (second compression), import into Vis, - and if I found errors, the same again...
    My Tascam saves sound in *wav-format (and in mp3, but it's worse).

    For sound only it's ok: Audition can export .ogg, but of course I edit the sound-files in a uncompressed wav-format first.

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  • #41, by ke4Sunday, 25. June 2017, 19:40 7 years ago
    P.S: there's plenty of free/open source image/audio/video converters floating around the interwebs mate. wink

    Though at the end it's just simplest to use the ffmpeg.

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  • #42, by afrlmeSunday, 25. June 2017, 20:39 7 years ago
    Btw: I use a Premiere Pro also and mostly, so I haven't lack of tools...

    Yes, I can convert movies and pictures into the web*-format AFTER editing (for the final Vis version), but it makes more sense to use the same formats during the editing. Editing frames in Premiere or Video de Luxe, exporting to .mov or .mpg (first compression), then converting into .web* with a converting tool (second compression), import into Vis, - and if I found errors, the same again...
    My Tascam saves sound in *wav-format (and in mp3, but it's worse).

    For sound only it's ok: Audition can export .ogg, but of course I edit the sound-files in a uncompressed wav-format first.

    mp3 is a lossy format unlike wav/flac which are both lossless, so there's expected to be some slight artifacts when exporting as mp3 over wav, but it should be really hard to tell the difference between a 320 mp3 file over a wav file unless you have very acute hearing skills.

    What makes sense to me is to insert the optimized files into VS to begin with rather than replacing them afterwards as you've no way of telling without retesting the game each time you replace something whether or not it's ok. I start working with the intended formats immediately, but keep the original files around in case they need to be edited or reconverted for whatever reason.

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  • #43, by madisongeronimoSunday, 25. June 2017, 21:06 7 years ago
    My intro movie format is mkv but the movie is distorted

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  • #44, by afrlmeSunday, 25. June 2017, 21:09 7 years ago
    My intro movie format is mkv but the movie is distorted

    mkv is just a container. What codec did you use? Ideally should be vp8.

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  • #45, by madisongeronimoMonday, 26. June 2017, 02:31 7 years ago
    Sorry... I don't know what a codec is.    grin

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  • #46, by GlenfxMonday, 26. June 2017, 05:50 7 years ago
    I have a couple of questions and/or suggestions.

    .-I was wondering if in future versions there could be a sort of object color coding in the scene editor.
    I mean, If you have lots of objects it can become a bit slow to find or track the ones you want to work with, it's a bit easier with the image icon on objects that have images but I was thinking about adding color code to them as well so we could for example color code the interactive objects in blue, teleporting portals in red, items in green, placeholders in purple, etc. , you would do so by right clicking on the object's name and under copy, paste, duplicate, etc. there could be a few color choices, or in the object's properties tab. I figure this could be possible since there is color coding in the action parts.

    .-I was also checking the "set character movement for walk animations" feature and it's quite confusing, I understood that it works by changing or setting the movement speed between frames but that's kind of unintuitive to set up, so what about an offset we could visually set by moving the tiny white boxes instead? something like we do with the frame displacements.

     .-I also noted a test Json character I had in a scene I added in the beta version and it disappeared or stopped working, I tried exporting it again but I couldn't get it to work this time, I'm guessing the feature was disabled?.

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  • #47, by anthonyirwin82Monday, 26. June 2017, 07:34 7 years ago
    handbrake is a free software tool for converting video. It has graphical user interface and is easy to change both the video and audio codecs for mkv container.

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  • #48, by afrlmeMonday, 26. June 2017, 12:32 7 years ago
    I have a couple of questions and/or suggestions.

    .-I was wondering if in future versions there could be a sort of object color coding in the scene editor.
    I mean, If you have lots of objects it can become a bit slow to find or track the ones you want to work with, it's a bit easier with the image icon on objects that have images but I was thinking about adding color code to them as well so we could for example color code the interactive objects in blue, teleporting portals in red, items in green, placeholders in purple, etc. , you would do so by right clicking on the object's name and under copy, paste, duplicate, etc. there could be a few color choices, or in the object's properties tab. I figure this could be possible since there is color coding in the action parts.

    .-I was also checking the "set character movement for walk animations" feature and it's quite confusing, I understood that it works by changing or setting the movement speed between frames but that's kind of unintuitive to set up, so what about an offset we could visually set by moving the tiny white boxes instead? something like we do with the frame displacements.

     .-I also noted a test Json character I had in a scene I added in the beta version and it disappeared or stopped working, I tried exporting it again but I couldn't get it to work this time, I'm guessing the feature was disabled?.
    1. interesting idea. Currently I just use prefixes on scene objects so I know what's what. obj_ is an interactive object, img_ is just a non-interactive image, anim_ is same as img_ but a non-interactive animation, poi_ is point of interest (can be examined), pos_ position of a character, exit_ I guess you can guess what that is for. wink

    2. I believe you can drag the white squares. By the way, if you specify the speed in the properties tab, then go back to the character preview tab thing, you can click on the big red X button while footstep movement is enabled to automatically offset all movement to the speed value you specified.

    Personally I would really prefer if movement, because it's hard to understand was changed to absolute pixels instead. Say at 100% scale the character moves x pixels between frame 1 & 2, etc.

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  • #49, by darren-beckettMonday, 26. June 2017, 14:13 7 years ago
    Bug with RC1

    The last Scene is hidden in the scenes list (See attached image):

    1) If I click (What looks like) the last scene in the list
    2) I can move it downwards
    3) Which will then show the hidden scene (Was the last one)


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  • #50, by esmeraldaMonday, 26. June 2017, 14:41 7 years ago
    @darren-beckett: I guess the update changed your full version to the free version with the 10 scene limit.
    SimonS warned about that in the first post. (at least that's what I understood...)

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