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Full motion Video in darkplaces

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Full motion Video in darkplaces

Postby toneddu2000 » Thu Dec 22, 2011 5:56 pm

Is it possible to visualize full motion video during a game or (if it's too hard) just during change level? I read somewhere in the forum that Spike told to put playvideo instead of changelevel but where?!
According to formats:
DPV: no exaustive thread in the forum and very few documentation on dp svn. Can you believe it?
ROQ: I saw this tool for making roq video and it seems good but I don't know if DP supports it.
AVI: ? is it already possible or physically possible (creating an implementation)?
Any hint? I really don't know where to find informations (googling didn't give me anything useful)
Thanks in advance guys!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: Full motion Video in darkplaces

Postby Baker » Thu Dec 22, 2011 11:43 pm

If you use ROQ tools you can play a video in FTEQW.

viewtopic.php?t=1920

Never tried DarkPlaces. Have never attempted to use an video format except ROQ with FTEQW. The information in the above thread I linked is the total extent of what I know of the subject.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Full motion Video in darkplaces

Postby Spike » Fri Dec 23, 2011 1:15 am

if you want to play a video on a client, you can send them a stuffcmd(self, "playvideo somevideo.ext\n");
doing so should not interrupt the currently playing map.

DP only supports .dpv files. FTE supports .cin (q2), .roq (q3), .avi (windows builds only, compressed audio is not supported, but compressed video is fine so long as you have the relevent codec installed).
I don't know how you can generate a .dpv file, the only time I've actually seen one was in an old version of nexuiz where it was used as only a splashscreen, if I remember correctly.
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Re: Full motion Video in darkplaces

Postby toneddu2000 » Fri Dec 23, 2011 10:09 am

Ok thanks guys!
Do you know if DPV supports audio? Or just video?
Spike, do you think that could it be difficult to "steal" the code you written for FTE and put it in DP? :P
Is it difficult to write that part? I really need it
thanks again
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: Full motion Video in darkplaces

Postby Seven » Fri Dec 23, 2011 7:46 pm

Hello toneddu2000,

Spike is right. DarkPlaces can only handle .dpv video format.
But do not worry. LordHavoc gave us a tool to convert / decode / encode .dpv video files.
Find it on his Download page.
So there should be a solution for your problem...

I never played around with it yet, but others reported their experience with it.
And they said, that the quality would even be better than .roq format.
Please read some words about it here:
http://quakeone.com/forums/quake-mod-releases/works-progress/6433-trying-create-dpv-fmvs-darkplaces.html

Best wishes,
Seven
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Re: Full motion Video in darkplaces

Postby toneddu2000 » Sat Dec 24, 2011 2:27 pm

Thanks Seven, kind as always!
I'll try the dpv tool soon (maybe if I've time I'll make a little guide too)!

EDIT: I checked out the zip but there's no input for sound file using dpvencoder.
the program prints:
Code: Select all
usage: dpvencoder <name> <framerate> <quality>
example:
dpvencoder test 30 20
would load as many test*.tga frames as are found, named test<number>.tga or
test_<number>.tga (where <number> is almost any number of digits with or
without leading zeros), and set them up for playback at 30 frames per second.
tip: framerate does not need to be integer, 29.97 for NTSC for example

With dpvdecoder, instead, it mentions audio export:
Code: Select all
C:\Users\Luigi\Desktop\dpvideo>dpvdecoder
usage: dpvdecoder <name>
example:
dpvdecoder test
would save out all the frames of test.dpv as test00000.tga, test00001.tga
and so on, and save out the sound as test.wav

So? Is it possible to decode audio files but is it impossibile to encode them? :?:
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: Full motion Video in darkplaces

Postby Seven » Sun Dec 25, 2011 8:17 pm

Hello toneddu2000,

The code inside "dpvencoder.c" makes full use of "wavefile.h" and all necessary proccesses.

The only negative thing is, that the specific passages are commented out.
Please read the full passage inside "dpvencoder.c" compared to your screen capture (posted above):
Code: Select all
"usage: dpvencoder <name> <framerate> <quality>\n"
"example:\n"
"dpvencoder test 30 20\n"
"would load as many test*.tga frames as are found, named test<number>.tga or\n"
"test_<number>.tga (where <number> is almost any number of digits with or\n"
//"without leading zeros), and set them up for playback at 30 frames per second,\n"
//"and interleave the audio from the test.wav file if it exists\n"
"without leading zeros), and set them up for playback at 30 frames per second.\n"
"tip: framerate does not need to be integer, 29.97 for NTSC for example\n"

Please pay attention to the 2 commented out lines.
If you read all related .c and .h files carefully you see that the wav code is there, but completely commented out.
I guess LordHavoc had some issues with it and therefore disabled it.

Best for you to do is to contact him directly and ask him that special question:
Why he disabled it in current build and if there is a way to get a build with enabled funtion.
Or if there is another way to record a dpv file with sound.

Sorry, but my knowledge ends here.
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Re: Full motion Video in darkplaces

Postby toneddu2000 » Sun Dec 25, 2011 10:01 pm

Thanks a lot Seven. I took a look at the source but I didn't see that commented line. I'll ask LH directly. In these days I've bothered him a lot! :) Thanks again!
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