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- DTA (Dave's .TGA Animation Program)
- Rel 2.2 (02/24/96)
- Copyright (c) 1991 through 1996 by David K. Mason
-
- ---------------------------------------------------------------------
-
- (note: If you use DTA very often, then you should check out
- the file whatsnew.dta. It usually contains some info I forgot to
- put in here. It also contains more detailed descriptions of some
- functions, and occasionally a discussion of my reasons for some
- design decisions.)
-
-
- DTA is a command-line utility for creating Autodesk Animator .FLI
- and .FLC animation files from:
-
- o .TGA files
- o .PNG files
- o .JPG files (if the Independent JPEG Group's CJPEG and DJPEG
- programs are present for DTA to shell to)
- o .IMG files (created by the Vivid/Bob ray-tracer)
- o .PCX files.
- o some .TIF files
- o .DIB or .BMP files
- o USGS .DEM, .BIL, and .30S elevation files. (*NOT* Vistapro
- DEM files which use a proprietary compression scheme)
- o Other .FLI or .FLC files.
- o VistaPro .VAN animation files
- o Presidio .ANI animation files
- o RAW animation files produced by Stefan Eckart's
- DMPEG program.
-
- DTA does not support Compuserve's GIF format anymore because
- of Unisys's new licensing plan for LZW compression. (See
- WHATSNEW.DTA for more of my whining about Unisys.)
-
- DTA can also perform a wide range of post-processing functions
- on image files including:
-
- o Create a single optimal 256-color palette from a series of
- truecolor pictures, and then creating an flic (FLI or FLC)
- animation file out of them.
- o Read in a palette file in either .COL or .MAP format
- and animating a bunch of pictures using that palette.
- o Append new frames to existing flic, using the palette from
- that flic file.
- o Build (or append to) a hicolor (16384- or 32768-color)
- FLH file, or truecolor (16777216-color) FLT file.
- o Create a palette as a .MAP (PICLAB, FRACTINT) or .COL
- (Autodesk Animator) palette file.
- o Convert pictures to a bunch of different still image formats.
- o Arbitrary rotation.
- o Scaling.
- o Tiling.
- o Multi-layer compositing.
- o Averaging images together for a variety of effects, including
- fades, simulated motion blur, and red/blue 3D.
- o Lots more.
-
-
- ======================================================================
- **** IF YOU ARE HAVING MEMORY PROBLEMS WITH DTA, READ THIS ****
-
- Real mode vs. Protected mode:
-
- DTA used to come in two varieties: a real mode version and
- a protected mode version. From now on there's only a
- protected mode version. There's no more DTAX.EXE as there
- was in versions prior to release 2.0.
-
- DTA will let you access extended memory (either raw or configured
- as XMS with HIMEM.SYS or QEMM386.SYS or whatever).
- It requires at least 1 or 2 MB of RAM to run at all.
-
- Don't delete the files 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). DTA won't run without them.
- If you have versions of DPMI16BI.OVL and RTM.EXE that were
- provided with other Borland products (Borland C++, Paradox)
- they may conflict and prevent DTA from running. You can prevent
- this by changing your DOS path so that the directory containing
- the ones provided with DTA comes before the directory that
- contains the other ones.
-
-
- ======================================================================
- Operating under Windows 3.1
-
- To run DTA in Windows, you should use a DOS box. You'll probably
- need to edit the DOSPRMPT.PIF file using Windows' PIFEDIT program
- to get Windows to give DTA enough memory to operate properly. By
- default, Windows only provides 1024K of XMS to a DOS window.
- That's enough for DTA to execute, but not enough for DTA to
- actually get anything accomplished.
- Change the XMS memory KB limit to a nice high number like 8000
- to give DTA some room to breathe.
-
-
- ======================================================================
- Operating under OS/2
-
- To run DTA in OS/2, you should use the OS/2 "DOS Full Screen"
- icon. You'll probably need to use the Settings dialog for this
- icon to give DTA enough memory to operate properly. Set the
- XMS_MEMORY_LIMIT value to a nice high number like 8000.
-
-
- ======================================================================
- Operating under Windows 95
-
- To run DTA in Windows 95 you should use the MSDOS Prompt Icon
- on the taskbar. If you have "Out of memory" problems with DTA,
- you might have to edit this icon's Properties. On the Memory tab,
- put a nice high number (like 8000) in the "MSDOS protected mode
- (DPMI) memory" box.
-
- When run from the MSDOS Prompt window, DTA does support Windows
- 95 long filenames for input files, like so:
- dta alongfilename.tga
- or
- dta "a long file name.tga"
- or
- dta longfilenames*.tga
- You must use quotes if there are spaces imbedded in the filename.
- Long filenames will *not* work in output filenames. If you
- specify /ft /olonglongfilename.tga, DTA will create a file called
- "LONGLONG.TGA". If you use a long input filename and let DTA
- come up with its own output filename based on the input filename,
- like this this:
- dta LongFilename.Tga /fpng
- then DTA will use the short equivalent of the input filename
- when creating the output filename. It will be something like
- "LONGFI~1.PNG", not "LongFilename.Png".
-
- Note: Long filenames only work if you're running in a DOS window.
- If you reboot in MSDOS mode, yer outta luck.
-
-
- ======================================================================
- The Rules:
-
- Feel free to re-upload this program to other bulletin board
- systems, FTP sites, etc., in its *original, unmodified* form.
- You may not repackage it with other programs. You may not
- repackage it with your own tutorial. I feel like an idiot
- having to make these demands, but I've been finding archives
- on BBSs going by names like MORPHPAK.ZIP which are collections
- of DTA, my other program DMorf, sometimes also Richard Godoeken's
- program RMORPH, plus Trilobyte's PLAY. That's not kosher. I and
- those other folks distributed our programs the way we did for
- reasons.
- Do not include this program on a disk along with any magazine,
- book, hardware product, or other software product without my
- permission.
-
- I claim no rights over any animations or pictures that you
- create using DTA.
-
-
- ======================================================================
- 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.
-
- If you use Compuserve, you may register DTA online using the
- SWREG service. DTA's SWREG ID is #2801.
-
-
- ======================================================================
- Blatant shameless plugs:
-
- Other shareware programs:
-
- o Dave's Morphing program (DMorf), the first shareware morphing
- program for the PC.
-
- o Dave's Flic Viewer (DFV), an animation player that can
- handle DTA's FLH and FLT files in addition to conventional
- FLI and FLC files. (This program is also provided as part
- of the DTA package.)
-
- o Dave's Self-Viewing Flic Builder (BUILDSV), which
- converts flics into executable programs by appending a
- copy of the flic to a special version of DFV.
- (This program is also provided as part of the DTA package.)
-
- ----------------------------------------------------------------------
-
- For more information on using DTA and related programs,
- see my books:
-
- "Making Movies on Your PC" (by David K. Mason and Alexander
- Enzmann, Waite Group Press, $34.95 USA, ISBN 1-878739-41-7)
- covers the creation of 3D animation sequences using Polyray
- and DTA. The DTA reference info is up to date through
- release 1.8g.
-
- "Morphing on Your PC" (by David K. Mason, Waite Group Press,
- $29.95 USA, ISBN 1-878739-53-0) covers building animated
- morph sequences with DMorf and DTA. The DTA reference info
- is up to date through release 2.0, and covers some important
- topics (like image composition) in greater detail than they're
- covered in this document.
-
-
- ======================================================================
- Syntax:
-
- Syntax: DTA (filenames) (options)
-
-
- ======================================================================
- Input Formats:
-
- .TGA Targa 8-,16-,24-,32-bit compressed/uncompressed.
- .PCX PC Paintbrush 256-color or 24-bit PCX images.
- .DIB/.BMP Microsoft Windows device-independent bitmap files.
- .IMG Vivid raytracer 24-bit RLE output.
- .FLI and
- .FLC Autodesk Animator/Animator Pro animation files.
- .VAN VRLI VistaPro 256-color animation files.
- .ANI Presidio PC Animate Plus animation files.
- .RLE MindImage 2 SIRDS run-length encoded depth
- files.
- .DEM USGS elevation map files. (Not the Vistapro type)
- .30S Another elevation map format.
- .BIL Another elevation map format.
-
- .LZH LHArc compressed archive containing files in the above
- picture formats.
- .ZIP PKZIP compressed archive containing files in the above
- picture formats.
-
- @script Process all files listed in a text file called
- "script.SCR".
-
- To specify a particular picture in an archive:
- "ARCHIVE.ZIP:PICTURE.TGA".
- To specify particular frames in an animation:
- "ANIM.FLI:first[,last]".
-
-
- ======================================================================
- Switches:
-
- (Filename options)
-
- /O(name) Specify output filename
- /FO[#[,#]] Always save to the original filename
-
-
- (Output format options)
-
- By default, DTA will create a flic (.FLI/.FLC/.FLH/.FLT) animation
- file. Which type depends on the resolution and color depth that
- you select. 320x200 256-color flic will be saved in .FLI format.
- For any other resolution, in 256-color, DTA will build a .FLC
- file. 15- and 16-bit color depth will cause DTA to build a
- .FLH file, and 24-bit color depth will result in a .FLT file.
-
- Specify a different format with one of these switches:
-
- /FT (Truevision Targa, .TGA)
- /FB (Windows Bitmap, .BMP)
- /FM (.MAP palette)
- /FR (MindImage, .RLE)
- /FP (ZSoft, .PCX)
- /FD (Windows Bitmap, .DIB)
- /FC (.COL palette)
- /FI (Tagged Image Format, .TIF (grayscale, uncompressed only))
- /FJ (JPEG,.JPG)
- /FV (.VAN animation)
- /FPNG (Portable Network Graphics, .PNG)
-
- (Output resolution options)
-
- By default, DTA will create output files with the same dimensions as
- as the input pictures. When creating an animation, it will use the
- dimensions of the first input picture.
-
- This is sometimes undesirable, as when you''ve got multiple pictures
- of different sizes, or when you''re compositing pictures.
-
- So, you can override this with one of these switches:
-
- /R# specify output resolution:
- (1) 320x200
- (2) 320x240
- (3) 320x400
- (4) 320x480
- (5) 360x480
- (6) 640x480
- (7) 640x400
- (8) 800x600
- (10) 1024x768
- (12) 1280x1024
-
- /R#,# specify resolution exactly
-
- (Misc. output options)
-
- /B## bits per pixel. Legal values and *defaults*:
- TGA: 1 8 15 *24* 32
- PNG: 8 16(grayscale) *24* 32
- flics: 1/*8*/15/16/24
- PCX: *8* 24
- BMP/DIB: 8 *24*
- all others: 8
-
- (Flic output options)
-
- /FLAP append new frames to existing flic
- /FLC build .FLC even when the size is 320x200 (8-bit only)
- /FLX build a Tempra .FLX file instead of default .FLH (16-bit
- only)
- /P ping-pong
- /Snnn specify display speed of animation; default=0
- /TO# (flic tolerance) causes DTA to ignore pixel differences
- between frames when the distance in color-space is less
- than or equal to a value that you supply.
- /TX# Include a complete, no-tolerance frame once every
- # frames. (use only in conjunction with /TO)
- (/TO and /TX work only with FLT and FLH files)
- /EO "even-odd" compression
- /BA use rle compression instead of delta if it makes
- a frame smaller
-
- (.TGA output options)
-
- /NC don''t compress .TGA files
- /BU save .TGA files bottom-up instead of top-down
-
- (.PNG output options)
- /PB use best filter for each picture. This is very
- slow, because DTA must save each picture 5 times
- to see which filter creates a smaller file than
- the rest
-
- (Palette options for colormapped output)
-
- /G Use greyscale instead of a palette.
- This will be a 256-level grayscale in formats
- which really support grayscale images (like TGA,
- PNG, and TIF) or a 64-level grayscale for formats
- which allow it to be faked using a palette
- (like flic, PCX, etc.)
- /G32 Use 32-level greyscale instead of a palette.
- (there's also a /G128, /G64, /G32, /G16, /G8,
- and /G4)
- /G represents a 256-level grayscale except when
- the output format is a 320x200 .FLI file, when it
- represents a 64-level grayscale. That's because
- .FLI won't support higher than 64 shades.
- /G128 represents a 128-level grayscale, /G64 a
- 64-level grayscale, etc.
- Most VGA and SVGA monitors can only display 64
- shades of gray except in 24-bit modes, so it's
- wasteful to use more than that if your picture will
- only be displayed on a monitor. Some laptop VGA
- displays can only display 32 shades.
- If you're going to be printing your image or using
- it as a bump map or height field with a rendering
- program, then the more shades the better.
- /332 Use 3/3/2 palette.
- /Upalname Use existing .MAP or .COL file for palette.
- /M# Set maximum colors.
- /NM Do NOT remap colormapped input.
- /PO Force single optimal palette generation even when
- creating single-image files.
- /C# Scan only one frame per # for palette.
- /RO Generate palette using octree color reduction
- instead of median cut
-
- (Frame averaging options)
-
- /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
- /XL apply expansion after the final frame
- /WF weight of first frame (default=1)
- /WI weight increment (default=0)
- /FA use fast averaging for /X, /T, and /A. It uses less
- memory.
-
- (Fades, etc.)');
- /FADE# Fade between two images for # frames
- /REP# Repeat a frame # times
-
- (Dithering options)
- /DF dither with Floyd-Steinberg filter
- /DS dither with Sierra Lite filter
- /DO[#] Ordered dither; digit represents dither strength
- /DR[#] Random noise dither (uses the same random-number
- seed at the beginning of each frame to help
- delta compression)
- /DN[#] Alternate random noise dither (uses a different
- random-number seed at the beginning of each
- frame, and a different seed for each color channel
- ... this dither compresses very badly but looks
- more "noisy" in an animation)
-
- (Composition options)
-
- /L Separates image layers. Picture files specified
- in later layers get overlayed on top of previous
- layers. If the overlayed pictures contain
- transparency information (32-bit TGA files only),
- then the pictures underneath will show through.
- /CK#,#,# Chroma-key, to make all occurrences of a color
- transparent for compositing. The three numbers
- represent the red,green, and blue components
- of the key color
- /CI#,#,# inverse chroma-key... make all colors other than
- the one specified transparent
- /CA additive composition. Tells DTA to add colors
- when compositing a layer instead of overlaying
- them. This is useful for glare effects, and
- probably also for spooky ghost-like effects.
- Sometimes this effect makes the foreground
- image look too bright... this might be a good
- occasion to adjust the brightness of the
- image using the /GA (gamma-correction) feature
- /CT# Chroma-key tolerance. Specifies how close to the
- key color a pixel has to be to make it transparent.
- /CC#,#,#,# chroma-key color... specify an RGBa value to replace
- chroma-keyed pixels with (default=0,0,0,0)
- /ALPHA, /RED, make a grayscale image from a picture''s alpha channel,
- /GREEN, /BLUE or from one of the color channels.
-
- (Tiling)
- /TILE# Tile images # by #
- /TILEX# Tile images horizontally, # per picture
- /TILEY# tile images vertically, # per picture
-
- (Geometrical transformation options)
- /CL#,#[,#,#] Clip the input picture. The first two numbers
- specify the top-left, and the other two numbers
- control the width and depth.
- /CLP#,#[,#,#] clip from top-left (after scaling)
- /LOC#,#[,#] specify where to place image (default is 0,0)
- The final number specifies time
- /LT Make /LOC base vertical coords from the top edge
- instead of the center.
- /LB Make /LOC base vertical coords from the bottom edge.
- /LL Make /LOC base horizontal coords from the left edge
- instead of the center
- /LR Make /LOC base horizontal coords from the right edge
- /ROT#[,#] rotation... first number represents angle, second
- is for time
- /SC[#,#[,#]] rescale pictures to screen res. or specified size
- /SCF[#,#[,#]] fast, but dumb, rescale
-
- (Other options that I don''t know how to classify)
-
- /K# Use only one frame per # picture files. Skip the
- rest.
- /I[#] process a total of # picture files
- /GA# Adjust brightness using gamma function.
- Try specifying a number
- between 1.0 and 2.0 to brighten, between 0.5 and
- 1.0 to darken.
- /INV[R,G,B,A] invert colors or individual color channel
- /FLD "Fieldify" images
- /FLDE "Fieldify" images, swap even/odd
-
-
- ======================================================================
- Scripts:
-
- As I mentioned earlier, you tell DTA to process all the files
- listed in a text file by specifying the name of the text file
- preceded by a "@".
- A script file can contain as many file specifications
- as you want. It can also contain any of the above-mentioned
- switches. Each must be on a line of its own.
- Here's an example script called test.scr:
-
- back.tga
- /l
- *.tga
- /a2
- /sc640,480
- /l
- signat.pcx
- /lr
- /lb
- /fo2
-
- Typing "dta @test" in this case would cause DTA to perform
- exactly the same as if you instead typed:
-
- dta back.pcx /l *.tga /a2 /sc640,480 /l signat.pcx /lr /lb /fo2
-
- Scripts can come in handy if
-
- (a) your command is just getting too darn long and
- complicated to fit on a DOS command line. A script can
- be as long as you want.
- (b) you have to use the same command over and over
- again. Why remember all that stuff or use a crib sheet
- when you can just put it all in a script just once
- and then use it over and over.
-
- You can also use a script in addition to other filenames
- and switches:
-
- Say you had a script file called whirl.scr that looked like
- this:
-
- /l
- logo.pcx
- /rot0,0
- /rot360,100
- /ch0,0,0
- /loc400,350
-
- then instead of typing
-
- dta x*.tga /l logo.pcx /rot0,0 /rot360,100 /ch0,0,0 /loc400,350
-
- you could just type:
-
- dta x*.tga @whirl
-
-
- ======================================================================
- 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 )
-
-
- ======================================================================
- Tiling
-
- Let's say you have a bunch of images and you want to combine them
- into a smaller number of images without any overlaying. The /tile,
- /tilex, and /tiley switches will let you do that.
-
- If you type this:
-
- dta *.tga /tile3 /ft /otiled /r640,480
-
- Each output image will consist of 9 input images, tiled 3 by 3.
- Each image will be rescaled such that the tiled result fits in
- 640 by 480 pixels.
-
- If you do not specify an output resolution then one will be
- selected for you and it might not be what you want: DTA will
- figure out the dimensions of the first input image, and multiply
- that by 3 in both directions. So *don't* forget to specify
- an output resolution.
-
- dta *.tga /tilex2
-
- will cause DTA to tile two images horizontally to create each
- output image.
-
- dta *.tga /tiley10
-
- will cause DTA to tile ten images vertically to create each
- output image.
-
- dta *.tga /tilex2 /tiley10
-
- will cause DTa to tile two images horizontally and ten images
- vertically (combining twenty input images) to create each
- output image.
-
-
- ======================================================================
- Miscellaneous examples:
-
- (Note: some of these examples, especially the ones near the
- very end, are ridiculous... you'd never actually have a use for
- exactly those combinations of switches. They're there to
- give you an idea of what weirdness you can achieve by
- mixing and matching DTA's assorted abilities.)
-
- (Note 2: This section could use some more examples... if
- you've got a favorite combination, let me know and I'll add
- it to this doc.)
-
- ----------------------------------------------------------------------
- DTA ROCKET*.TGA
-
- Create an 8-bit (256-color) flic file (.FLI or .FLC) from a bunch
- of .TGA files.
-
- ----------------------------------------------------------------------
- DTA ROCKET*.TGA /B16
-
- Create an 16-bit flic file (.FLH) from a bunch of .TGA files.
-
- ----------------------------------------------------------------------
- DTA ROCKET*.TGA /B24
-
- Create an 24-bit flic file (.FLT) from a bunch of .TGA files.
-
- ----------------------------------------------------------------------
- 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 SKY.PCX /L BEFORE.TGA MORF*.TGA AFTER.TGA
-
- Build a multilayer flic. SKY.PCX gets put in the background, and
- the pictures FIRST.TGA, a bunch of TGAs beginning with the string
- MORF, and LAST.TGA get superimposed over it. SKY.PCX shows through
- any parts of the other pictures which are transparent.
- (32-bit TGA files can contain a transparency value for each
- pixel called an "alpha channel".)
-
- This example assumes that the pictures BEFORE.TGA and AFTER.TGA
- had transparency added to them with my other program, DMorf
- (Rel. 1.1 or higher), and that the MORF*.TGA files are morphed
- pictures built with DMorf.
-
- ----------------------------------------------------------------------
- DTA ROOM.TGA /L GUY*.TGA /L WINDOW.TGA
-
- Another multilayer flic. The first layer is an image of a room
- in a house. The second layer contains a series of a man walking
- across the screen. Let's assume that the background of these
- images has been matted out with an alpha channel so that the
- walking dude is all that shows. (This could be accomplished
- by recording the person walking in front of a blue or green
- screen and then using chromakey to erase the screen.)
- The third image is an outside view of a window. The window frame
- and the building wall around it are opaque, but the window pane
- itself is transparent.
-
- The result is an animation of a person inside the room walking
- past the window.
-
- ----------------------------------------------------------------------
- DTA ROOM.TGA /L GUY*.TGA /CA /L WINDOW.TGA
-
- Let's turn the last example into a scene from a horror story.
- By using additive composition, the guy walking past the
- window looks more like a ghost. The background shows through
- his body and he acquires a kind of glow.
-
- ----------------------------------------------------------------------
- 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 with Floyd-Steinberg error-diffusion.
-
- ----------------------------------------------------------------------
- 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 /FP
-
- Make .PCXs from all .TGAs in the current directory.
-
- ----------------------------------------------------------------------
- DTA SOMBRERO /FP /DR2 /G
-
- Make a dithered grayscale .PCX from a file called SOMBRERO.TGA.
-
- ----------------------------------------------------------------------
- DTA /CHR LEFT*.TGA /GA0.8 /CHB RIGHT*.TGA
-
- Make a red/blue 3D .FLI file.
- Use greyscale versions of the .TGA files beginning with "LEFT" as
- the red component and of 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.
- (the /ga is to adjust the brightness of the red component
- so it doesn't drown out the blues. Some experimentation
- may be necessary to get the balance just right... if
- somebody comes up with a better brightness combination,
- let me know and I'll put it right here in the doc.)
- Output to an animation with the default filename of "ANIM.FLI"
-
- ----------------------------------------------------------------------
- DTA RIGHT*.TGA /CHR LEFT*.TGA /RED
-
- Another way to make a red/blue 3D .FLI file. Use the red portion
- of the left pictures for the red component of the output, use the
- green and blue portions of the right pictures unmodified. The
- resulting images retain much of their original color even when
- viewed through funny glasses.
-
- ----------------------------------------------------------------------
- DTA XXX*.TGA /L YYY*.TGA /CHA ZZZ*.TGA
-
- This is a fun one... Create an animation with three sets
- of pictures. The ones called XXX*.TGA are the background,
- and the YYY*.TGA pictures are the foreground. But,
- the ZZZ*.TGA pictures are used for the alpha channel of
- the foreground, dictating which parts of the YYY pictures
- will be transparent and how much (dark parts of ZZZ will
- make YYY very transparent, while bright parts will be less
- so.
-
- ----------------------------------------------------------------------
- DTA XXX* /FTYY /AA
-
- Make input from .TGAs beginning with "XXX".
- Average all files.
- Output to a new Targa file called "YY.TGA".
-
- ----------------------------------------------------------------------
- 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 *.PCX
-
- Creates a file called ANIM.FLI or ANIM.FLC from all .PCX files in the
- current directory. (The extension depends on the resolution of the
- first picture. If it's 320 by 200, then DTA will create a .FLI
- file. Otherwise, it'll create a .FLC.
-
- ----------------------------------------------------------------------
- DTA *.TGA /K2 /C2
-
- Assuming 60 .TGA files, create a flic containing only 30 frames.
- Generate the palette from only 15 frames.
-
- ----------------------------------------------------------------------
- DTA *.PCX /R320,200 /SC
-
- Create a flic from a bunch of PCX files, set the screen size
- to 320 by 200, and rescale all the images to the screen size.
-
- ----------------------------------------------------------------------
- DTA *.TGA /R6 /SC320,240
-
- Create a 640x480 FLC file from a bunch of TGA files. Rescale each
- picture so that the width is 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.
-
- ----------------------------------------------------------------------
- DTA FLIC1.FLI FLIC2.FLI /OFLIC3
-
- Create a new flic by appending two existing flics. Unlike my old
- FLAP program, DTA will create a new palette.
-
- ----------------------------------------------------------------------
- DTA FLIC.FLI /FP /NM
-
- Create PCX files from the frames in FLIC.FLI. The /NM tells DTA
- *not* to generate an optimized palette. That would be a waste of
- time, since a FLIC file usually contains an optimized palette.
-
- ----------------------------------------------------------------------
- DTA FLIC.FLI /SC120,100 /ROT90 /ONEWFLIC /R1 /NM
-
- Read an existing flic, scale each of the frames to a 100x100
- square, rotate the result 90 degrees to the right, and
- create a new flic. (The /R1 tells DTA to make a 320x200
- .FLI file instead of a 100x120 .FLC file. The little 100x120
- square gets placed in the middle of the screen.
-
- ----------------------------------------------------------------------
- DTA FLIC.FLI /SC100,100 /ROT0,0 /ROT360,100 /ONEWFLIC /R1
-
- This one is much like the last example, but a bit funkier.
- The first frame (0%) will be rotated 0 degrees (not at all).
- The last frame (100%) will be rotated 360 degrees (a complete
- rotation). The frames in between will be rotated in imcrements
- between 0 and 360 degrees. (If you had 362 frames in the
- animation, then the second frame would be rotated 1 degree,
- the second 2 degrees, etc.)
- Note we did *not* use the /NM switch to turn off palette
- optimization. Scaling and rotation *require* that the palette
- be remapped because the processes create new colors.
- On the other hand, fast scaling (/SCF) and 90-degree
- rotations do not require an optimized palette.
-
- ----------------------------------------------------------------------
- DTA FLIC.FLI /SC100,100 /ROT0,0 /ROT180,66.666 /ROT360,100 /ONF /R1
-
- Not quite the same as the last example. Instead of rotating
- the frames at a constant rate the rotation starts slowly, until
- at two-thirds (66.666%) of the way through the images have rotated
- 180 degrees. The rotation speeds up so that by the time it hits
- finishes (100%), it's completed a full rotation.
-
- ----------------------------------------------------------------------
- DTA BACKUP.ZIP:FLIC.FLI:20 /CL110,120,90,80 /FT
-
- Read frame 20 of a flic that's stored in a ZIP file.
- Clip a 90x80-pixel square from location 100,120 of the image
- and save it as a TGA file.
-
- ----------------------------------------------------------------------
- DTA *.TGA /TO15
-
- Create a flic from a bunch of .TGA files. When comparing
- pictures to produce delta frames in a flic, ignore color
- differences that are less than 15 units in color-space.
- The resulting flic won't look as good, but it will be smaller
- and will play more quickly. This trick works better on
- digitized video than it does with computer-generated
- images.
-
- ----------------------------------------------------------------------
- DTA *.TGA /TO15 /TX5
-
- This works much like the last example, but every fifth frame
- in the resulting flic will use a tolerance of 0.
-
-
- ======================================================================
- Credits:
-
- To create palettes and select colors from palettes, this
- program uses the median cut quantization, using code from
- Lutz Kretzschmar (of SoftTronics).
-
- DTA's alternate color quantization method, called octree
- quantization and called with the /RO command-line switch,
- 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.
-
- I got my first intro to the .FLI format was a document included
- with Jim Kent's FLILIB. Autodesk has sincce updated this doc
- to create a file called ANIFILES.DOC which includes .FLC info.
- Even more thanks to Jim Kent for the FLC info he gave me online
- at BIX.
-
- Thanks to Borland International and TurboPower Software for
- creating some great programming tools.
-
- Thanks to Dan Farmer, Alexander Enzmann, Jeff Bowermaster,
- Lutz Kretzschar, Tim Wegner, John Jordan, and many others
- for their excellent suggestions and other contributions.
-
- Thanks to Dan Farmer for sprucing up this documentation
- file a couple versions back.
-
- 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. I don't think it will,
- but stranger things have happened. If you don't agree
- to this, then don't use it.
-
- ======================================================================
- Support:
-
- If you've got any requests/bug reports/suggestions, send a message
- to:
-
- "76546,1321" on Compuserve. From the Internet, that's
- "76546.1321@compuserve.com".
-
- You'll probably get some kind of a response (maybe sooner, maybe
- later)
-