Author Topic: Updated version of Roboskin spinwheel, scales from 1024 to 1080...  (Read 156930 times)

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #15 on: June 02, 2015, 03:53:44 PM »
I've finished working on marquee.
Not much of a difference - especially for 3 hours of testing different ideas and tweaks - but I like it.

liquid8d

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #16 on: June 02, 2015, 05:39:29 PM »
Any update on that CRT mask? That is awesome :)

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #17 on: June 02, 2015, 11:05:06 PM »
Not ready yet. I've got carried away with that AM logo.
But I'm planing to finish it till the end of the week.

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #18 on: June 06, 2015, 03:19:37 PM »
everything is in AM now

I'm considering 2 changes/fixes:

1
In AM the cab screen is looking less crisp that in my previous mockups
Maybe this is because monitor bezel edge is now more "blurry". Maybe I should revert to more "sharp" edge.

2
scanline effect is very subtle - it seems that AM handles transparency little different than Photoshop. I don't now if it is better or worse that way. Maybe I'll check with video (not snaps) and decide later.

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #19 on: June 07, 2015, 03:16:41 PM »
I've changed the scanlines for less dense and little darker.
Works ok on X-Men and Punisher, but not so good on TMNT (or maybe I'm paranoid).

You can see it on a video.
http://youtu.be/9koe7WWZ47E

switch to 1080p for better quality

The video is cropped at the bottom to 16:9 - it is 4:3 in real.
« Last Edit: June 07, 2015, 03:20:21 PM by verion »

verion

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please help with code
« Reply #20 on: June 08, 2015, 10:19:03 AM »
I was just about to release that layout for download, when I’ve discovered that it is working good ONLY with my exact sizes of marquee and video snaps.

What I’ve done so far:


STEP 1 (img 1) - NICE START
———————
I’ve made template for easily positioning marquee and snaps
and fine tuned marque and snap position to fit my template

I’ve choosen aspect_ratio = false to force exact dimensions on screen regardless of initial marque and snap size - it was aming for “scale-to-fit-without-preserving-aspect-ratio”

marquee.preserve_aspect_ratio = false;
snap.preserve_aspect_ratio = false;


STEP 2 (img 2) - SO FAR, SO GOOD
——————
tested with my marquee (26” x 8”)
and my home made video snap 640x480px
it was working beautifuly
everything great so far!


STEP 3 (img 3) - PROBLEM
——————
switched to some downloaded (unknow size) artwork - and bum! - It does not fit anymore.


Why is that? How can I fix it?
I want it to have exact dimensions on screen regardless of initial marque and snap size.

liquid8d

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #21 on: June 08, 2015, 11:57:01 AM »
First... looks amazing :)

preserve_aspect_ratio = false does exactly what you are saying - regardess of size, it will fit it to the size you specify. Now
I haven't messed around enough with skew and pinch and not being a graphics guy, but wouldn't that affect it - even though you set it to a 'fixed size' the skew/pinch may appear different for different resolution artwork. That'd be my guess. If you took the skew/pinch off those graphics temporarily - it should be in the same position/size on the screen. Perhaps you need to alter skew and pinch based on the width/height?

And word of warning on using texture_width and texture_height - you might not get the actual value unless you do your operations on them in the FromOldSelection and ToNewList transitions:

https://github.com/mickelson/attract/blob/v1.5.2/Layouts.md#ImageNotes

Secondly, are the artworks at different aspect ratios or same aspect but different resolution?

It would be easier to troubleshoot with your graphics and a couple example art sizes - but I understand if you want to wait :)

edit: Forget thirdly - absolutely kickass intro on your vid with the logo :)

« Last Edit: June 08, 2015, 12:04:31 PM by liquid8d »

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #22 on: June 08, 2015, 12:21:38 PM »
Sure, I can upload this "as is" - no problem with that.
It's just little big with movies - but I can upload it on dropbox or something if this will help.

But you are right - this is the pinch and skew value that is breaking it.
It is related to original artwork size (aspect)

I've switched it off and all artwork scales to exact the same size.

---

Is there a way to make "pinch" related to image size AFTER it is scaled/stretched?


----------

>> Secondly, are the artworks at different aspect ratios or same aspect but different resolution?

I've tested marquee.

It was different resolution AND different aspect.

TEST 1
---------------
I've changed the aspect to match my marquee (the one that fits perfectly)
result - that didn't help, so it's not aspect related

TEST 2
---------------
I've changed Y resolution only (stretching it almost to square shape) to match my marquee.
This is because I'm using vertical pinch only.
result - It works, with the exact the same vertical resolution I can have the same "pinch" geometry.
horizontal resolution doesn't matter - with Y pinch

TEST 3
---------------
I've changed X resolution only to match my marquee.
This is because I'm using horizontal skew only.
result - It works, with the exact the same horizontal resolution I can have the same "skew" geometry.
vertical resolution doesn't matter - with X skew

===========================================

EDIT
I've attached complete layout - just switched video for screenshot of the same resolution.
I've added artwork (marquee + snaps) for 2 mame games

punisher - this is the one that is correct
wof (warriors of fate) - this is the one that is in different resolution than punisher - and this is why it is displayed incorrectly (skew&pinch)

====

for punisher snap is 640x480px, marquee is 800x246px
for wof I've scaled down artwork to exaggerate the effect

====

That layout is the version with green overlays - this is the correct position and geometry for artwork


[attachment deleted by admin]
« Last Edit: June 08, 2015, 01:22:24 PM by verion »

liquid8d

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #23 on: June 08, 2015, 02:41:45 PM »
Yeah I will check it out - I'm not entirely positive you can get the pinch/skew with different resolutions but we'll play around and see. I wonder if this is a "bug" - if pinch/skew should operate off the artwork texture size or the object size?

I just loaded it up and my artwork is off - not sure what my resolutions are.. so we'll see what happens.

OK, this is the idea I'm playing with:
Code: [Select]
// Updated transition switch function
 case Transition.StartLayout:
    break;
 case Transition.ToNewList:
 case Transition.ToNewSelection:
    local fixed = {
        width = 800,
        height = 246,
        m_skew_x = 25,
        m_pinch_y = 6.2,
        m_rotation = -1.7,
        s_skew_x = 20,
        s_pinch_y = 15,
        s_rotation = -5.6
    }
    local adjusted = {
        m_skew_x = ( fixed.m_skew_x.tofloat() / fixed.width ) * marquee.texture_width,
        m_pinch_y = ( fixed.m_pinch_y.tofloat() / fixed.height ) * marquee.texture_height,
        m_rotation = fixed.m_rotation,
        s_skew_x = ( fixed.s_skew_x.tofloat() / fixed.width ) * marquee.texture_height,
        s_pinch_y = ( fixed.s_pinch_y.tofloat() / fixed.height ) * marquee.texture_height,
        s_rotation = fixed.s_rotation
    }
    print( fe.game_info( Info.Title ) + "\n" + "--------------\n" );
    print(" marquee size: " + marquee.texture_width + "x" + marquee.texture_height + "\n" );
    print("   values = skew_x: " + adjusted.m_skew_x + " pinch_y: " + adjusted.m_pinch_y + " rot: " + adjusted.m_rotation + "\n" );
    print(" snap size: " + snap.texture_width + "x" + snap.texture_height + "\n" );
    print("   values = skew_x: " + adjusted.s_skew_x + " pinch_y: " + adjusted.s_pinch_y + " rot: " + adjusted.s_rotation + "\n" );
   
    marquee.skew_x = adjusted.m_skew_x;
    marquee.pinch_y = adjusted.m_pinch_y;
    marquee.rotation = adjusted.m_rotation;
   
    snap.skew_x = adjusted.s_skew_x;
    snap.pinch_y = adjusted.s_pinch_y;
    snap.rotation = adjusted.s_rotation;
   
    break;

It does adjust but I don't know if that is correct or even helping yet.. still playing around with it a bit.
« Last Edit: June 08, 2015, 03:31:22 PM by liquid8d »

omegaman

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #24 on: June 08, 2015, 04:05:43 PM »
FYI-

Ok, here is the deal. Everything in the layout scales up except for pinch and skew at certain resolutions about 1280. The layout will scale up to 1280x1024 without much problem. But, because I am using pinch and skew settings there will be a problem scaling much higher than that, especially at 1080p. The only way around this, that I can see , is to have different pinch and skew settings that are maybe selected in the userconfig.  But, I really don't see a reason to go much higher than 1280x1024. The highest most cabs go anyway is 1024x768.

Also, I've made a few adjustments to the layout. The snap was a little off kilter with the skew adjustments. It is almost perfect now up to 1280x1024. The text mask was also fixed and looks much better now.  Added the layout option to turn on year & manufacture if desired. Added the layout option to turn on scanlines as well.

Verion, I can upload this layout and you can repackage it with your enhancements if you want. 

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #25 on: June 08, 2015, 04:23:13 PM »
@omegaman

Please upload it. I'll update it with my graphics.
So there is no problem with skew and pinch if you stay below 1280x1024?

@liquid8d
Quote
I wonder if this is a "bug" - if pinch/skew should operate off the artwork texture size or the object size?
I'm afraid that it's a more of a bug. I can't imagine any user case scenario when it would be beneficial to operate off the artwork original size. I know we can have some workarounds, but it could be great if this was working on object size.

I think layout should be resolution independent (both screen and artwork) it would be more user-friendly and future-proof.

For my personal use I can just write simple script action for Photoshop and resize all artwork to certain resolution, and I'm golden - but it won't work for the others.
« Last Edit: June 08, 2015, 04:58:23 PM by verion »

omegaman

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #26 on: June 08, 2015, 05:31:58 PM »
That's correct, tolerable anyway.

I hear what you are saying. I think this is something that maybe Raygun can address. I think its more about the math. 

 
« Last Edit: August 27, 2015, 05:10:16 AM by omegaman »

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #27 on: June 08, 2015, 11:06:38 PM »
Weird... With your layout untouched (just unpacked and installed), it looks off on my computer.
With standard (scrapped) artwork - so it more or less replicates your system, I suppose.

I can correct the position of artwork of course - but I'm sure that would look off on your system in return.

omegaman

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #28 on: June 09, 2015, 06:34:48 AM »
Hmm... I'm not sure what is going on there. I tested @ 800x600, 1024x768, and 1280x1024. And, everything looked OK. I think you're using a mac right? Just to compare apples to apples. 

verion

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Re: Updated version of Roboskin spinwheel, scales from 1024 to 1080...
« Reply #29 on: June 09, 2015, 06:38:31 AM »
yes, I'm using OS X 10.10.2 (Yosemite) - running in a window mode sized to about 1024x768 (since fullscreen/fill screen is not working correctly atm).