Fantasy Grounds Merchandise
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  1. #901
    MrDDT's Avatar
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    Quote Originally Posted by rhagelstrom View Post
    I forked the animated spell effects repo and set up a GitHub action to build a FG module which you can download from my GitHub.

    https://github.com/rhagelstrom/anima...ll-effects.mod
    I want to warn people that this mod has versions of WEBM that FGU can't use.
    FGU only uses V8, some of these spells are V9. It's kinda a chore to see which are v9 and v8.

    One way to do it is you can turn on video compression in the details of the file folder and see if it says 3039xxxxx, or 3038xxxxx.



    If you use a 3039, it will lock up FGU and you will have to restart it.

    EDIT: Thanks fixed, stupid fingers
    Last edited by MrDDT; June 19th, 2023 at 21:13.
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  2. #902
    Quote Originally Posted by MrDDT View Post
    I want to warn people that this mod has versions of WEBM that FGU can't use.
    FGU only uses V9, some of these spells are V9. It's kinda a chore to see which are v9 and v8.

    One way to do it is you can turn on video compression in the details of the file folder and see if it says 3039xxxxx, or 3038xxxxx.

    If you use a 3039, it will lock up FGU and you will have to restart it.
    “FGU only uses V9..” should read V8

    Just a typo.

  3. #903
    Lo Zeno's Avatar
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    Quote Originally Posted by rhagelstrom View Post
    I forked the animated spell effects repo and set up a GitHub action to build a FG module which you can download from my GitHub.

    https://github.com/rhagelstrom/anima...ll-effects.mod
    Something's odd with that module, because it doesn't even show in the activation page

  4. #904
    Quote Originally Posted by rhagelstrom View Post
    I forked the animated spell effects repo and set up a GitHub action to build a FG module which you can download from my GitHub.

    https://github.com/rhagelstrom/anima...ll-effects.mod
    To find out the encoding do something like this on windows, using ffprobe off the ffmpeg site.

    I used the https://ffmpeg.org/download.html and picked the windows 'Windows builds by BtbN' which is a github link to https://github.com/BtbN/FFmpeg-Builds/releases then just downloaded the 'ffmpeg-master-latest-win64-gpl.zip' version which basically has just a bin/doc folder with the 3 main 'ffmpeg.exe', 'ffplay.exe' and 'ffprobe.exe'

    I generated this 'out.txt' file which you can see the video: vp8 or vp9 status.

    EDIT:
    I also had a play with converting the vp9 into vp8 using the magic_smoke_column_CIRCLE.webm from the 'air' folder, and decided this was an ok ffmpeg command line,

    ffmpeg -c:v libvpx-vp9 -i magical_smoke_column_Circle.webm -c:v libvpx -pix_fmt yuva420p -metadata:s:v:0 alpha_mode="1" -auto-alt-ref 0 -crf 10 -b:v 2M magical_vp8.webm
    -pete

    @echo off
    call :dirProcess
    goto :eof

    :dirProcess
    for %%f in (*.web*) do %~p0\ffprobe.exe -show_data -hide_banner "%%f" >> %~p0\out.txt 2>&1

    for /D %%d in (*) do (
    cd %%d
    call :dirProcess
    cd ..
    )
    exit /b
    Attached Files Attached Files
    Last edited by bratch9; June 20th, 2023 at 18:44.
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  5. #905
    Quote Originally Posted by Lo Zeno View Post
    Something's odd with that module, because it doesn't even show in the activation page
    You dont need to activate it because it only has 'tokens' in the module.

    If you go to 'assets' window and select the 'tokens' section you should find an 'Animated Spell Tokens' folder with these in.

    Also note that it looks like the vp9 source files have been converted to vp8 versions.

    ( I'm not sure if the vp8 and vp9 were transcoded into a common vp8 format, because every file has an '_VP8' in the name. So they might have just been batch converted without taking into account the source format. )

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  6. #906
    Quote Originally Posted by rhagelstrom View Post
    I forked the animated spell effects repo and set up a GitHub action to build a FG module which you can download from my GitHub.

    https://github.com/rhagelstrom/anima...ll-effects.mod
    Any chance you are looking to fork out the animated tokens side ?

    https://github.com/jackkerouac/animated-tokens

    ( Or all 4 of his git depots. )

    -pete
    Forge Profile

    Forge Modules: B9's Steel Defender.
    Forge Extensions: B9's Spell Tokens, B9's Encumbrance Tweak, B9's Damage Per Round, B9's Surprise Round.

  7. #907
    Links to FG conversions (V8) of all four of Jack Kerouac's animated images/tokens repositories

    If you downloaded the animated spell effects mod I posted earlier you might want to redownload it as I reencoded things

    animated-spell-effects
    animated-spell-effects-cartoon
    animated-tokens
    animated-maps

  8. #908
    Quote Originally Posted by rhagelstrom View Post
    Links to FG conversions (V8) of all four of Jack Kerouac's animated images/tokens repositories

    If you downloaded the animated spell effects mod I posted earlier you might want to redownload it as I reencoded things

    animated-spell-effects
    animated-spell-effects-cartoon
    animated-tokens
    animated-maps
    Animation editing is not my forte. That said, is there a relatively simple solution I can follow to get rid of the hard edges/borders on some of the effects? Also, in the same vein, a way to capture and loop the animation at its peak instead of having it completely cycle through the whole effect?

  9. #909
    Quote Originally Posted by BushViper View Post
    Animation editing is not my forte. That said, is there a relatively simple solution I can follow to get rid of the hard edges/borders on some of the effects? Also, in the same vein, a way to capture and loop the animation at its peak instead of having it completely cycle through the whole effect?
    Honestly I have no idea. Animation is great but it’s easy to get distracted by it. I just converted what was there. I just adapted what is there maybe badly because ffmpeg has always been a learning cliff for me.

  10. #910
    Quote Originally Posted by rhagelstrom View Post
    Honestly I have no idea. Animation is great but it’s easy to get distracted by it. I just converted what was there. I just adapted what is there maybe badly because ffmpeg has always been a learning cliff for me.
    No, you converted them perfectly. The aspects that I want to change are inherent to the file.

    I was slowly converting them myself, but now I don't have to. Thanks a bunch.

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