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- DTA (Dave's .TGA Animation Program)
- Rel 1.8g (01/18/92)
- Copyright (c) 1991, 1992, 1993 by David K. Mason
-
- DTA is a command-line utility for creating Autodesk Animator .FLI
- animation files from:
-
- o .TGA files as created by the POV-Ray and POLYRAY ray-tracers.
- o .IMG files as created by the Vivid ray-tracer.
- o .PCX files.
- o .GIF files.
-
- DTA can also perform a wide range of post-processing functions
- on image files including:
-
- o Creating a single optimal 256-color palette from a series of
- truecolor pictures, and then creating an Autodesk Animator .FLI
- file out of them.
- o Saving the palette as a .COL file, readable by either Autodesk
- Animator or the TGAFLI animation utility.
- o Saving the palette as a .MAP file, readable by the PICLAB and
- IMPROCES image processors, and the FRACTINT fractal generator.
- o Reading in a palette file in either .COL or .MAP format
- and animating a bunch of pictures using that palette.
- o Animating a bunch of pictures using grayscale.
- o Convert pictures to .GIF files.
- o Averaging images together for a variety of effects, including
- simulated motion blur.
- o And more.
- ----------------------------------------------------------------------
- **** IF YOU ARE HAVING MEMORY PROBLEMS WITH DTA, READ THIS ****
-
- Real mode vs. Protected mode:
-
- DTA comes in two varieties: DTA.EXE, a real mode executable that
- allows access to only conventional memory (the first 640K or so),
- and DTAX.EXE, a protected mode executable that lets you access up
- to 16MB of extended memory (either raw or configured as XMS with
- HIMEM.SYS or QEMM386.SYS or whatever).
- The protected mode version requires at least 1 or 2 MB of RAM
- to run at all. The real mode version should run on pretty much
- any system with a '286 or newer Intel chip.
- The real mode version is faster than the protected mode
- version.
- The protected mode version requires a few files that aren't
- included in DTA18G.ZIP: DPMI16BI.OVL, RTM.EXE, and DPMIINST.EXE.
- These make up the protected mode drivers for Borland Pascal 7.0
- (the compiler used to build DTA). I separated these into another
- archive called DTAMEM.ZIP, because unlike DTA itself they aren't
- being updated regularly. You should be able to find DTAMEM
- in the same place you found DTA.
-
- ----------------------------------------------------------------------
- Syntax:
-
- DTA (filenames) (switches)
-
- ----------------------------------------------------------------------
- Input Formats:
-
- .TGA Targa 16-,24-,32-bit compressed/uncompressed,
- or 8-bit grayscale uncompressed.
- .GIF GIF (87a or 89a, but NO interlacing).
- .PCX PC Paintbrush 256-color or 24-bit PCX images.
- .IMG Vivid raytracer 24-bit RLE output.
-
- .LZH LHArc compressed archive containing files in the above
- picture formats.
- .ZIP PKZIP compressed archive containing files in the above
- picture formats.
- .ARJ ARJ compressed archive containing files in the above
- picture formats.
-
- @afile Process all files listed in a text file "afile".
-
- ----------------------------------------------------------------------
- Switches:
-
- (Output options)
-
- /O[name] Specify an output filename.
-
- /FF Create a .FLI animation file. [default]
- /FM Create a PICLAB .MAP palette file.
- /FC Create an Autodesk Animator .COL palette file.
- /FG Create .GIF file[s].
- /FT Create new .TGA file[s].
- /FA Create grayscale TIFF files
-
- (Targa Output options)
-
- /NC Do NOT compress .TGA file
- /B## Number of bits per pixel in TGA ( 8/16/*24*/32 )
-
- (.FLI output options)
-
- /P Play in ping-pong, or pendulum, oscillation order.
- /Snnn Specify display speed of animation playback (default=0).
- /R[#] Specify resolution:
- 1 = 320x200 [default]
- 2 = 320x240
- 3 = 320x400
- 4 = 320x480
- 5 = 360x480
- 6 = 640x480
- 7 = N/A
- 8 = 800X600
- 9 = N/A
- 10 = 1024x768
- 11 = N/A
- 12 = 1280x1024
- /RA Base resolution on the size of the first input
- file.
- /SC Rescale pictures to screen resolution.
- /SW[#] Rescale picture's width to screen width (or, if
- you enter a number, to the width that you specify)
- You can also use this option for other output file
- types, but if you do the # is required.
- /SD[#] Rescale picture's depth to screen depth (or, if
- you enter a number, to the depth that you specify)
- You can also use this option for other output file
- types, but if you do the # is required.
-
- (Palette options)
- /G Use 64-level greyscale instead of a palette.
- /G32 Use 32-level greyscale insted of a palette.
- /332 Use 3/3/2 palette.
- /Upalname Use existing .MAP or .COL file for palette.
- /M# Set maximum internal colors.
- /MN Do NOT remap colormapped input.
- /PO Force single optimal palette generation even when
- creating GIF files.
- /C# Scan only one frame per # for palette.
-
- (Dithering options)
- /DF Dither with Floyd-Steinberg filter.
- /DS Dither with Sierra-Lite filter.
- /DO[1-6] Ordered dither (digit represents dither strength).
- /DR# Random noise dither (digit represents dither strength).
-
- (Other options)
- /K# Use only one frame per # picture files. Skip the rest.
- /3D Create red/blue 3D picture.
- /A[#|A] Average <number> TGAs per output frame (A=All).
- /T[#|A] Trail <number> TGAs per output frame (A=All).
- /X[num] eXpand <number>. Create and insert <number> averaged.
- frames between each pair of regular frames.
- /H(R|G|B|A)# Modify brightness by #% for red, green, blue, or all.
-
- ----------------------------------------------------------------------
- Revision History:
-
- (see WHATSNEW.DTA)
-
- ----------------------------------------------------------------------
- Averaging/Trailing/Expansion modes (/A /T /X switches) examples:
-
- Averaging 5 input pictures with "/A2" option:
-
- Average: To produce:
-
- file 1 frame 1
- file 2
-
- file 3 frame 2
- file 4
-
- file 5 frame 3
- file 1
-
- Trailing 4 input pictures with "/T2" option:
-
- Average: To produce:
-
- file 1 frame 1
- file 2
-
- file 2 frame 2
- file 3
-
- file 3 frame 3
- file 4
-
- file 4 frame 4
- file 1
-
- Trailing 5 input pictures with "/T3" option:
-
- Average: To produce:
-
- file 1 frame 1
- file 2
- file 3
-
- file 2 frame 2
- file 3
- file 4
-
- file 3 frame 3
- file 4
- file 1
-
- file 4 frame 4
- file 5
- file 1
-
- file 5 frame 5
- file 1
- file 2
-
- Expanding 2 input pictures with "/X1" option:
-
- frame 1 = (100% of FILE 1 ) + ( 0% of FILE 2 )
- frame 2 = ( 50% of FILE 1 ) + ( 50% of FILE 2 )
- frame 3 = ( 0% of FILE 1 ) + (100% of FILE 2 )
-
- Expanding 2 input pictures with /X2" option:
-
- frame 1 = (100% of FILE 1 ) + ( 0% of FILE 2 )
- frame 2 = ( 66% of FILE 1 ) + ( 33% of FILE 2 )
- frame 3 = ( 33% of FILE 1 ) + ( 66% of FILE 2 )
- frame 4 = ( 0% of FILE 1 ) + (100% of FILE 2 )
-
- ----------------------------------------------------------------------
- Miscellaneous examples:
-
- DTA ROCKET*.TGA /FC /OROCKET
-
- Make a palette for all .TGA files starting with "ROCKET".
- Output the palette to an Animator palette file called "ROCKET.COL".
-
- DTA PIC1 PIC2 PIC3 /FM /OXYZ
-
- Make a palette for .TGA files "PIC1.TGA", "PIC2.TGA", and "PIC3.TGA"
- Output the palette to a PICLAB palette file called "XYZ.MAP".
-
- DTA ROCKET* /OROCKET /DF
-
- Make input from all .TGA files beginning with "ROCKET".
- Output to an animation file called "ROCKET.FLI".
- Dither the frames.
-
- DTA ROCKET* /G /DO2 /P
-
- Make input from all .TGA files beginning with "ROCKET".
- Map colors to grayscale.
- Dither, using ordered dither strength 2.
- Ping-pong it.
- Output to an animation with the default name of "ANIM.FLI"
-
- DTA ROCKET
-
- Make input from ROCKET.TGA.
- Output to an animation with the default name of "ANIM.FLI".
-
- DTA @WING2.LST /S10 /OWING2.FLI
-
- Make input from files listed in a text file called "WING2.LST".
- Set playback speed to "10".
- Output to an animation with the name of "WING2.FLI".
-
- DTA BBB*.TGA AAA*.TGA /UPAL1.COL /UPAL2.MAP /OFRED
-
- Make input from all .TGA files whose name begins with "BBB", and "AAA".
- NOTE:
- The "BBB" files will appear in the animation before the "AAA" files.
- The "BBB" files will be sorted alphabetically, and so will the
- "AAA" files, but separately.
- Read in an Animator palette file called "PAL1.COL", and merge it with
- a Piclab palette file called "PAL2.MAP".
- Use this combined palette for the animation.
- Output to an animation with the name of "FRED.FLI".
-
- DTA *.TGA /FG
-
- Make .GIFs from all .TGAs in the current directory.
-
- DTA SOMBRERO /FG /DR2 /G
-
- Make a dithered grayscale .GIF from a file called SOMBRERO.TGA.
-
- DTA LEFT*.TGA RGHT*.TGA /3D
-
- Make a red/blue 3D .FLI file .
- Use the .TGA files beginning with "LEFT" as the red component
- And the ones beginning with "RGHT" as the blue component.
- NOTE: For this to work right, there must be an equal number of
- "LEFT" and "RGHT" .TGAs.
- Output to an animation with the default filename of "ANIM.FLI"
-
- DTA XXX* /FTYY /AA
-
- Make input from .TGAs beginning with "XXX".
- Average all files.
- Output to a new Targa file called "YY.TGA".
- NOTE: averaging will work with up to 10 files, but no more.
-
- DTA XXX*.TGA /T3 /DO3 /OZZZ
-
- Make input from all .TGA files beginning with "XXX"
- Trail 3 frames.
- Use ordered dithering, strength 3.
- Output an animation called "ZZZ.FLI"
-
- DTA XXX*.TGA /X3
-
- Make input from all .TGA files beginning with "XXX"
- Expand 3. Assuming 5 .TGA input files, this would create a 15 frame
- animation.
- Output an animation called "ANIM.FLI"
-
- DTA *.GIF
-
- Creates a file called ANIM.FLI from all .GIF files in the current
- directory.
-
- DTA *.TGA /K2 /C2
-
- Assuming 60 .TGA files, create a flic containing only 30 frames.
- Generate the palette from only 15 frames.
-
- DTA *.GIF /SC
-
- Create a flic from a bunch of GIF files, and rescale all the
- images to the screen size (320x200).
-
- DTA *.TGA /R6 /SD240
-
- Create a 640x480 FLC file from a bunch of TGA files. Rescale each
- picture so that the depth is 240, but leave the width alone.
- This one is useful when you want to turn a bunch of 320x200
- pictures into a 640x480 flic... because 320x200 screens use a
- different aspect ratio than 640x480. 320x200 pictures look a
- bit squat when you display them in 640x480 mode, but 320x240 looks
- correct.
-
- ----------------------------------------------------------------------
- Speed concerns:
-
- DTA is fastest when you use grayscale instead of a palette.
-
- If you let DTA generate its own palette, DTA is still
- relatively speedy. It gets (lots) slower if you dither.
-
- If you create an animation from .TGA files stored in an
- archive file (.LZH, .ZIP, .ARJ), then DTA is REAL slow, because
- it takes time to shell out to the de-archiving program.
- ZIP files compress the least, but PKUNZIP is the fastest
- dearchiver. ARJ files compress really well, but the dearchiver
- is the slowest. LZH files compress well, but not as well as
- ARJ, and LHA's speed is somewhere between ARJ and PKUNZIP.
-
- If you average multiple files or rescale pictures, that is going
- to slow things down.
-
- ----------------------------------------------------------------------
- Credits:
-
- To create palettes and select colors from palettes, this
- program uses an algorithm that I found in an article called "A
- Simple Method for Color Quantization: Octree Quantization," by
- Michael Gervautz and Werner Purgathofer, which can be found in
- a book called "Graphics Gems," edited by Andrew S. Glassner. I
- recommend this book highly.
-
- The .FLI file format was explained in a document called
- FLIDOC.TXT from Jim Kent's FLILIB. I wasn't able to use this C
- library in DTA, since I do my coding in Pascal, but the
- document contained all the info I needed. (Jim Kent is also
- the guy who, with Tom Hudson, wrote TGAFLI, and who developed
- Animator and Animator Pro.)
-
- More thanks to Jim Kent for his info about 640x480 .FLIs on
- BIX.
-
- Thanks to Dan Farmer, Alexander Enzmann, Jeff Bowermaster,
- and others for their excellent suggestions.
-
- Thanks to Dan Farmer for sprucing up this documentation
- file.
-
- Thanks to Tim Wegner for talking me into finally adding GIF89a
- input.
-
- Thanks to the Cafe Pamplona in Harvard Square for being such
- a cool place to swill coffee and discuss ray-tracing and animation.
-
- ----------------------------------------------------------------------
- Disclaimer:
-
- If you use DTA, you do so at your own risk. I won't be held
- responsible if it screws anything up.
-
- ----------------------------------------------------------------------
- Support:
-
- If you've got any requests/bug reports/suggestions, send a message
- to:
- "David Mason" on the "You Can Call Me Ray" BBS, (708) 358-5611,
- and on "The Graphics Alternative", (510) 524-2780,
- and on "Channel 1" BBS, (617) 354-8873.
- "76546,1321" on Compuserve.
-
- You'll probably get some kind of a response (maybe sooner, maybe
- later)
-
- ----------------------------------------------------------------------
- Money matters:
-
- DTA is a shareware program. If you think this program is worth
- it, send some money or some computer hardware or something to:
-
- David K. Mason
- P.O. Box 181015
- Boston, MA 02118
-
- I think $35 is an appropriate amount, but feel free to send more
- or less.