Guides and AMVapp Public Alpha/Beta Test

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Postby AbsoluteDestiny » Mon May 31, 2004 12:32 am

For the interlacing you hav to do it based on two things 1) what DGIndex has told you about the frame type and 2) What you can see in virtualdub mod.

If you read through the guide page by page and dont skip parts this should be clear.

I cannot highlight the differences between hybrid and telecined sources using still or even gifs. It's just not possible.
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Postby WilLoW :--) » Mon May 31, 2004 4:19 am

Not a big deal but it would really help if you change the date at the bottom of the guides for ALL the pages that have changed :oops:
For example this one :
http://amvs.34sp.com/guides/avspostintro.html

Thanks :D
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Postby Tab. » Mon May 31, 2004 9:59 am

With the b-frames fix which particularly affected anime and the trellis fix, it would be wise to include a build of 1.1 instead of 1.0, since the UI hasn't changed at all yet :/
Then again, I guess we'd be waiting for a release by Koepi, which probably wouldn't happen for awhile.

I'll check out the guide then. I have to get on top of all this stuff, I've been a bit preoccupied with school ending and shit.
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Postby AbsoluteDestiny » Mon May 31, 2004 12:30 pm

I'm considering including a gamrdev build in the app but I really like koepi's installer - so it's a hard choice at the moment.
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Postby AbsoluteDestiny » Mon May 31, 2004 4:12 pm

OK I've updated the AMVapp to include a newer build of XviD that fixes the trellis and b-frame bugs.

The AMVapp basically runs the regular 1.0 installer and then copies the new dll's over the old ones. This allows all the cool stuff in the koepi installer to work fine and have an uninstaller etc.
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Postby Tab. » Mon May 31, 2004 8:44 pm

AbsoluteDestiny wrote:OK I've updated the AMVapp to include a newer build of XviD that fixes the trellis and b-frame bugs.

The AMVapp basically runs the regular 1.0 installer and then copies the new dll's over the old ones. This allows all the cool stuff in the koepi installer to work fine and have an uninstaller etc.


What you don't know is that I modified it to print subliminal messages about me on all encodes.
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Postby Tab. » Mon May 31, 2004 8:47 pm

Oh yeah, I'm not sure how the optimizations work, so there's no telling how much slower it is than koepi's icl7 or gamr's system-specific builds. I just do the default msvc6 compile :|
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Postby AbsoluteDestiny » Tue Jun 01, 2004 1:03 am

Yeah, I figured that, but it's not going to be vastly slower.
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Postby CHAMELEON_D_H » Thu Jun 03, 2004 5:38 am

problem: i used the amvapp's test during the install, worked like a charm... afterwards i used my NEW .avs file created by DGIndex, and it didnt work (not unrecognized exeption, but a "filter problem" in zoom player, and "not enough storage" in media player).... tested a few things that didnt work.... ran tests again, same error.....i decided ro uninstall, reinstall.... test during the installetion came out fine, but when i used the avs file again, same problem.....

has that happened to anyone?

i have 512 RAM and i dont think thats the problem....
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Postby Corran » Thu Jun 03, 2004 7:22 am

You didn't move the d2v files around after they were created in DGindex did you?
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Postby CHAMELEON_D_H » Thu Jun 03, 2004 7:53 am

no....i didnt mess around w/ any file...
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Postby Corran » Thu Jun 03, 2004 7:59 am

Could you post the error message you get in VirtualDubmod and your script for us?
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Postby Corran » Thu Jun 03, 2004 8:06 am

...Also try deleting the plugin folder in your Avisynth directory and reinstall the plugins via the AMVapp. You might have an old plugin in there that is causing problems...
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Postby AbsoluteDestiny » Thu Jun 03, 2004 8:54 am

Is that with RC5?

I know what could be causing the error, but I didn't think this would be a problem with RC5.

Can you go to program files/avisynth 2.5/plugins and open setmemorymax.avsi in notepad. The top line should say

SetMemoryMax(64)

if it for some reason says SetMemoryMax(64)) then you need to delete the extra bracket. This was a bug introduced in the RC4 installer that really should be fixed now, so I'd appreciate it if you could check. Thanks.
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Postby sysKin » Thu Jun 03, 2004 9:24 am

Hi,
I was reading the new guides and - good as they are (very good!) - I have some technical details that I don't like... most of them don't really matter for AMVers but it's probably good to have the theory "more accurate" as well ;)

I hope you don't mind.

It's about colourspaces today. I don't really like the explaination YUV "focuses on luma". That is quite not the point, although nothing you wrote is actually wrong. How about adding some theory lesson about what YUV actually is? :)

I'd write something like this:
RGB uses the fact that three colour components can be added together to create any colour.
In contrast, YUV stores the colour the same way human brain (not eyes) works.

Now comes an explaination: the primary thing that human brain sees is brightness, aka "luma". (not neccessary inline: Luma can be relatively easly calculated from RGB channels by averaging them with some weights. Scientists have came up with weights that match these of human perception - green has high contribution, red half of that, blue - one third of red).

Luma is a non-negative value. Zero means black, high values mean white.

As for colour information, they are not so easy. They are called U and V, or Cr and Cb. They can have both positive and negative values, and completely match the way colour is processed in our brain.
Cr, when positive, means that the object is red.
Cr negative means that the object is green. Our brain understands these two colours as opposites - If you think about it, no object can ever be red-greenish.

Cb, when positive, indicates blue object. Cb negative means yellow. Again, they are the opposites for our brain.

So, why is it useful to store pictures in YUV? Two reasons:
- because you get one channel that is much more important, and two channels that are less, but equally important. You can do tricks with that.
- you get channels that are almost uncorrelated - if shadows move, only one channel is affected. This helps compression quite a lot, because the same information is not repeated for different channels.
- a historical reason: when colour TV was invented, it needed to be both backwards and forwards compatible with black-and-white TV. The old B&W channel became luminance, while two colour channels were added on top of that. Old TVs simply ignore the two extra channels while colour TVs just understand that chroma is zero in B&W signal.
After that, it's more logical to explain that UV channels have half vertical and half horizontal resolution in mpeg formats (except for mpeg-2 studio profile that works in YUY2)

Oh gee, I just wrote some useless crap, originally intended for the old guide which was much worse at explaining colourspaces,
Do what you want with it,

Radek
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