HELP! I got Rick Roll'd at my birthday Party!

Post » Sat Jul 10, 2010 9:21 am

http://www.youtube.com/watch?v=SGKdK2D2Rtw

This keeps happening to me, I just can't escape from it.
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lucile davignon
 
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Joined: Thu Mar 22, 2007 10:40 pm

Post » Sat Jul 10, 2010 7:34 am

lol !

:rofl:

Can you get the music in as well? That'd be awesome!

:lol:
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Danny Warner
 
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Joined: Fri Jun 01, 2007 3:26 am

Post » Sat Jul 10, 2010 8:29 am

lol !

:rofl:

Can you get the music in as well? That'd be awesome!

:lol:


I might be able to figure that out, but the sound would have to be taken out of the video file itself and imported into the geck so we can set the sounds to play in the game.
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Bloomer
 
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Post » Fri Jul 09, 2010 9:00 pm

lol that's awesome! How did you get the game to render video like that?
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Richard Thompson
 
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Post » Fri Jul 09, 2010 11:41 pm

Buahaha >:D
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Minako
 
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Post » Sat Jul 10, 2010 1:25 am

C++.

"Applications use the methods of the IDirect3DDevice9 interface to perform DrawPrimitive-based rendering, create resources, work with system-level variables, adjust gamma ramp levels, work with palettes, and create shaders."

When the Draw-primitive method is called, I check for a unique vertex count, if there is a match, then it is the mesh I want.
Next, I use:

IDirect3DDevice9::SetTexture ("Assigns a texture to a stage for a device.")

The texture I assign is constantly updated with another texture which was created with D3DUSAGE_DYNAMIC, and D3DPOOL_SYSTEMMEM. (The method for updating a texture with another is.. UpdateTexture(src, dest).)
The D3DFMTs must also match for both textures.

For transfer, the way it works is I retrieve the IDirect3DSurface9*, which I then can use a method named GetDC.
With a DC, it is possible to use regular GDI operations to transfer data.

I use StretchDIBits to move the bitmaps contents onto the texture.

Here is a look at my source to help you understand some of it:
Grabber grab; //this is a class I made which uses VFWint nCurrentFrame = 0;int nFrameCount = 0;double dElapsedTime = 0;void UpdateMeshWithFrame(){		tex01->GetSurfaceLevel(0, &surf01);	HDC hdc1 = NULL;	surf01->GetDC(&hdc1);	FloodFill(hdc1, 0, 0, RGB(0, 0, 0));		BYTE* pDIB = (BYTE*)grab.GetAFrame(nCurrentFrame);		BITMAPINFOHEADER bih;	RtlMoveMemory(&bih.biSize, pDIB, sizeof(BITMAPINFOHEADER));	BYTE* Bits=new BYTE[bih.biSizeImage];	memcpy(Bits, pDIB, bih.biSizeImage);	BITMAPINFO bmi; bmi.bmiHeader = bih;	StretchDIBits(hdc1, 0, 0, 512, 512, 0, 0, 512, 512, Bits, &bmi, DIB_RGB_COLORS, SRCCOPY);	delete [] Bits;	surf01->ReleaseDC(hdc1);	surf01->Release();	}void CheckTime(){	if(nCurrentFrame >= nFrameCount)		nCurrentFrame = 0;	   //.04 is 1/25 or 1 second divided by 25 frames.	dElapsedTime = dElapsedTime + timer1.elapsed();	if(dElapsedTime >= .04){		nCurrentFrame++;		dElapsedTime = 0;	}	timer1.restart();}

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phil walsh
 
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Post » Fri Jul 09, 2010 7:26 pm

Nice effect! Could be great for something like a big brother security room with the Enclave or Brotherhood Of Steel. Thanks for sharing the source file info and thanks for posting this NillaCakester :foodndrink:
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Rob Davidson
 
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Post » Fri Jul 09, 2010 11:58 pm

HAhaha! There attacking! :rofl:
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djimi
 
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Post » Sat Jul 10, 2010 8:14 am

ROFLMAO EPIC WIN

my love offer is still on the air

I know you are watching this topic, bryan

I do not cease. my love is enduring
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kitten maciver
 
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Post » Sat Jul 10, 2010 5:09 am

Nice effect! Could be great for something like a big brother security room with the Enclave or Brotherhood Of Steel. Thanks for sharing the source file info and thanks for posting this NillaCakester :foodndrink:


Thanks man! I just wish more people took an interest in these sorts of things.
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Sharra Llenos
 
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