[WIPz] Animated main menu (thread 2)

Post » Mon Oct 05, 2009 9:05 pm

You could also check out http://www.screenresolution.org/ website for a breakdown of the most common resolutions, at least for internet usage. Still, a pretty good representation of resolutions as a whole.

People still use 1024x768 XVGA o_O??

I've been on 1600x1200 a long time, been wanting to update my monitor so I can go HD. Oh well. Right now I'm on my laptop so I'm actually doing 1280x800

just my 2 cents.
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Skrapp Stephens
 
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Post » Mon Oct 05, 2009 1:54 pm

People still use 1024x768 XVGA o_O??

Scary...even my dirt-poor school (who was using those old "Mac OS X" computers with the hockey-puck mice up until 2005 or so) uses 1280x1024...
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Hella Beast
 
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Post » Mon Oct 05, 2009 10:56 pm

Thanks for the tips there Techy, should come in usefull.

Another issue is that the sheer hugeness of my files seems to cause issues in itself. Any idea how to fix that? Or what the highest resolutions of the common acpects people play Morrowind on?

1680x1050 (16:10) here. That's probably as high as most people with widescreens would go, unless we have some real enthusiasts here who go to 1900x1200 and beyond. 1440x900 is the next step down, then there's 1280x800 which is what most laptops are going to be using (as stated above). So I would say make 1600x1200 for the 4:3 people and 1680x1050 for the widescreens, and that should cover most people (except for the rare 16:9 and 5:4 people, but you can't please everyone :shrug:).
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Jason Wolf
 
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Post » Mon Oct 05, 2009 4:28 pm

Yes, I use 1680 x 1050, so that would be great, but frankly I would change it to have this menu working. *chuckle*
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Jennifer May
 
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Post » Mon Oct 05, 2009 9:02 pm

I use 1440x900. I checked the animated oblivion-like Morrowind menu on youtube and it looks awesome! Personally I like the oblivion style menu more than the custom map menus. Too bad I can't check the newer versions beyond youtube (from what I hear) since Tinypic says "I don't have access". This has got to be like one of the top 5 most anticipated mods for Morrowind period. But take your time SWG, :).
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Emerald Dreams
 
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Post » Mon Oct 05, 2009 9:31 pm

Yes, I use 1680 x 1050, so that would be great, but frankly I would change it to have this menu working. *chuckle*

As I read somewhere earlier (here or on MGE thread) that only aspect ratio of video is significant, and not resolution, so you don't need to change it if you have the same aspect ratio of screen resolution as aspect ratio of main menu video.

For example if you watch a movie from (SD)DVD on your computer you don't need to change resolution of your screen, and those movies are 720?576 (4:3) for PAL and 720?480 (3:2) for NTSC. They are stretched to screen size, and you don't see 'pixels', because video decoder interpolates pixels that are in between. The same would be for these videos, except for aspect ratio.

That's why I said the resolutions 1280x[720|768|800|854|960|1024] for main menu video would be the best (and not taking as much disk space as for 1600x1200 or 1680x1050), and 1280x720 is the standard of HDTV-720p (though not Full-HD).
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Baylea Isaacs
 
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Post » Mon Oct 05, 2009 11:10 am

(except for the rare 16:9 and 5:4 people, but you can't please everyone :shrug:)

Actually, 1280x1024 (a 5:4 aspect ratio) is more commonly used than its 1280x960 counterpart.
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matt white
 
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Post » Tue Oct 06, 2009 12:53 am

Actually, 1280x1024 (a 5:4 aspect ratio) is more commonly used than its 1280x960 counterpart.

yeah, my screen resolution is 1280x1024. :)
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Dewayne Quattlebaum
 
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Post » Mon Oct 05, 2009 10:32 pm

Actually, 1280x1024 (a 5:4 aspect ratio) is more commonly used than its 1280x960 counterpart.

*smacks forehead* How did I forget that was 5:4.......silly me. I even have a 1280x1024 monitor at home as well.
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Alina loves Alexandra
 
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Post » Mon Oct 05, 2009 10:23 pm

Out of curiosity, SWG, how are these being made? It sounds like you're making them in Flash and publishing them as .avi files? You may want to look into that for potential reasons it conflicts with ENB as well. Some codec or lack thereof. Did you try texture hooking any generic run-of-the-milll .avi files and seeing if anything different occurs?
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Skivs
 
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Post » Mon Oct 05, 2009 5:38 pm

Out of curiosity, SWG, how are these being made? It sounds like you're making them in Flash and publishing them as .avi files? You may want to look into that for potential reasons it conflicts with ENB as well. Some codec or lack thereof. Did you try texture hooking any generic run-of-the-milll .avi files and seeing if anything different occurs?

How are they being made? I made the images for the menu mostly in photoshop, with the exeption of the borders, which were made mostly in flash then a few post effects were added in PS. The animation is done all in flash, res ports and all, it's the program which I use to stick it all together. After making the animated menu files in flash (intros and loops) I export it as a good quality SWF and convert it to an AVI using Sothink SWF to video converter.

I'll probably try switching codecs around with Vdub in the future, but everyone, you gotta know this was NEVER one of my main projects, it's a thing that I just kinda do when messing around. Same with a few other things that would generate too much commotion and excitement if I revealed them.
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Amysaurusrex
 
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Post » Tue Oct 06, 2009 2:31 am

How are they being made? I made the images for the menu mostly in photoshop, with the exeption of the borders, which were made mostly in flash then a few post effects were added in PS. The animation is done all in flash, res ports and all, it's the program which I use to stick it all together. After making the animated menu files in flash (intros and loops) I export it as a good quality SWF and convert it to an AVI using Sothink SWF to video converter.

I'll probably try switching codecs around with Vdub in the future, but everyone, you gotta know this was NEVER one of my main projects, it's a thing that I just kinda do when messing around. Same with a few other things that would generate too much commotion and excitement if I revealed them.


Woah, woah, woah, hold the boat a second -you've got more projects just as cool as this?!?! :D
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gandalf
 
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Post » Tue Oct 06, 2009 1:36 am

Woah, woah, woah, hold the boat a second -you've got more projects just as cool as this?!?! :D

Of course he does! Who doesn't?
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Gavin boyce
 
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Post » Mon Oct 05, 2009 4:28 pm

I am following a complete different way to make video files from SWG and my videos crashes too. I've tried 2-3 different codecs so far. No luck...
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Rebekah Rebekah Nicole
 
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Post » Tue Oct 06, 2009 1:39 am

I am following a complete different way to make video files from SWG and my videos crashes too. I've tried 2-3 different codecs so far. No luck...

I would guess that it's not a codec issue, I'm guessing it has to do with to many programs trying to alter the same thing. ENB obviously use like, ever layer of mw, which mge does as well. If you then put a texture into that somewhere, and an animated one at that, i think theres bound to be a conflict. Now the question is!

Does it work with ONLY ENB? (I guess youd still need some kind of mge initialization to get ENB running at all)?

If theorethically it would work only with ENB, then the problem is a conflict. If not, then the problem is something else.... obviously.
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Phillip Hamilton
 
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Post » Mon Oct 05, 2009 9:23 pm

(...)
Does it work with ONLY ENB? (I guess youd still need some kind of mge initialization to get ENB running at all)?

If theorethically it would work only with ENB, then the problem is a conflict. If not, then the problem is something else.... obviously.
Animated menu won't work without MGE, because it uses texture hooks that are the part of MGE, so using only ENB with another d3d8.dll wrapper loading d3d9.dll to see if there is a conflict is pointless (however it's the only way to use ENB if you don't want MGE).
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Johanna Van Drunick
 
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Post » Mon Oct 05, 2009 1:35 pm

-clip-
If theoretically it would work only with ENB, then the problem is a conflict. If not, then the problem is something else.... obviously.

@C_Mireneye
See my http://www.gamesas.com/bgsforums/index.php?showtopic=959471&st=68#.
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Harinder Ghag
 
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Post » Mon Oct 05, 2009 8:27 pm

I've tried lots of things to get this thing work with Enbseries and nothing. I don't know how this d3d9.dll works. It covers everything of all parts of the original d3d9 or an addition to it. Could be missing some part or has an incomplete part or has a part it shouldn't.

On the other hand. I mainly use this Enbseries mod for color correction and bloom. And those can be done as a mge mod too. A customizable color correction shader and I would stop using Enbseries. The other versions with DOF, SSAO and motion blur are already buggy, breaking Morrowind lightning system. I mean if those two features(color correction and bloom) ported to mge, a huge number of Enbseries users would quit, thus I(we) can play(release) this animated menus before all else...
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Aliish Sheldonn
 
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Post » Mon Oct 05, 2009 6:33 pm

This is what you get when you shove a third party .dll for Grand Theft Auto into Morrowind. :rolleyes:
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Johanna Van Drunick
 
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Post » Tue Oct 06, 2009 2:09 am

Hi, i saw this mod on youtube, its great.
I just dont get - is it running on Morr, or it just working in Oblivion?
And if it does, how did you changed the positiion of button?
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tiffany Royal
 
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Post » Mon Oct 05, 2009 7:47 pm

Hi, i saw this mod on youtube, its great.
I just dont get - is it running on Morr, or it just working in Oblivion?
And if it does, how did you changed the positiion of button?

He did the video for Morrowind but had to run it in Oblivion because the implementation wasn't working during that time. So no change on the buttons.

http://www.youtube.com/watch?v=v51G6kIvdWA

I have to give credit to SWG, his pursuit made it possible. He made that video before it was possible with Morrowind, talk about vision.
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tegan fiamengo
 
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Post » Mon Oct 05, 2009 5:40 pm

Did anyone get any animated main menu released? I haven't heard a thing, are there still problems?

Are you still working on this SWG?
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Silencio
 
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Post » Mon Oct 05, 2009 1:03 pm

Damn(. No it still cool, but it was very interesting to know how to change the but. position)
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Angela Woods
 
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Post » Tue Oct 06, 2009 12:09 am

I haven't really wanted to work on this lately. But I want to send it to someone who can get it to work (has previously gotten an animated menu working before) so they can confirm., but before release I'd like to contact Timeslip or Liztail so we can try to fix the ENBseries crashing.
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kyle pinchen
 
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Post » Mon Oct 05, 2009 10:53 am

If only ENB wasn't so stubborn. The menu looks really good SWG :foodndrink:
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brenden casey
 
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