Author Topic: SUP import issue on .46  (Read 2552 times)

Offline Shawn42

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SUP import issue on .46
« on: August 17, 2016, 03:48:31 PM »
Saw that there is new support for .sup importing so I downloaded .46

Having an issue with random morph effects not working. Some of the morphs all cram to the left side of my two mega trees. I tried importing a couple times but with the same results. I did not change any import settings because they did not seem applicable with it being so random. Again not all of the morphs are effected. Attached are the files in case someone could check it out.
« Last Edit: August 17, 2016, 05:06:46 PM by Shawn42 »

Offline Shawn42

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Re: SUP import issue on .46
« Reply #1 on: August 17, 2016, 05:08:14 PM »
Deleted the .sup files on the post since they were purchased. Don't want to take money out of someones pockets.

Offline Gilrock

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Re: SUP import issue on .46
« Reply #2 on: August 17, 2016, 06:23:57 PM »
I can only fix it if I can import a .sup file.  Who is it purchased from?

Offline Shawn42

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Re: SUP import issue on .46
« Reply #3 on: August 17, 2016, 07:16:44 PM »
Attached. Let me know when you got it so I can remove.

Offline Gilrock

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Re: SUP import issue on .46
« Reply #4 on: August 17, 2016, 07:25:33 PM »
Got em.

Offline Shawn42

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Re: SUP import issue on .46
« Reply #5 on: August 17, 2016, 07:26:14 PM »
Perfect. Thank you.

Offline Gilrock

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Re: SUP import issue on .46
« Reply #6 on: August 17, 2016, 07:34:02 PM »
One thing I see right away in the 12 string version is the morphs are defined outside the boundaries of the model.  Those really aren't legal postions for xLights so I'm not sure how the import will handle that.  It looks like someone took a 16 string file and just saved it as a 12 string config but none of the positions changed.

Offline Gilrock

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Re: SUP import issue on .46
« Reply #7 on: August 17, 2016, 10:35:20 PM »
It would help to point me to a timestamp where you see the problems.  I think I found one item.  At the 30 second mark there were things on the left side but they weren't morphs they were galaxy effects (spirals in SuperStar) and the problem is they were going the wrong direction.  That can be fixed by unchecking the Reverse checkbox for them but I'll have to do more testing to see why I had them set that way and possibly correct it on import.

Offline Shawn42

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Re: SUP import issue on .46
« Reply #8 on: August 17, 2016, 11:27:56 PM »
understood.
Working on all of your suggestions now, they do make sense. Sometimes it just takes someone else's eyes to see the obvious. Thank you.

Offline Gilrock

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Re: SUP import issue on .46
« Reply #9 on: August 18, 2016, 07:30:00 AM »
I tested and it did look like my logic for determining whether to check the Reverse box was backwards so I swapped the angle comparison and it will be fixed next release.

Offline markrvp

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Re: SUP import issue on .46
« Reply #10 on: August 18, 2016, 07:31:58 AM »
Gil beat me to it.  Superstar effects that bunch up on the edge of the model are usually GALAXY effects.  They are handled differently in Superstar.  My advice (after converting about 20 Superstar sequences so far) is to replace them with morphs.

The Superstar conversions in .46 are the best they've been so far.  I'd say 95% accurate.

One thing to note, if you click on a picture effect where the new shimmer option is selected, and then click on another picture effect, it will automatically check the shimmer effect on the second picture effect as well.  Just uncheck it.

The other issue you will notice on some sequences is the layer order of effects may be different from the original Superstar sequence.  Just select the effect you need to move and use the up/down arrows to move it higher or lower in the layer order.

I REALLY appreciate the work Gil put in on this release to make these conversions so much more accurate!!!

Offline Gilrock

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Re: SUP import issue on .46
« Reply #11 on: August 18, 2016, 07:34:50 AM »
Mark the Galaxy effects were looking bunched up because they were going the wrong direction.  I've fixed that.  I'm still not happy with how the Galaxy effect looks.  I wanted to have the nice rounded head like in SuperStar but I think I'd have to switch to using off screen OpenGL frame buffers.  Right now everything you see in my effects is being drawn using algorithms I designed.

Offline dkulp

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Re: SUP import issue on .46
« Reply #12 on: August 18, 2016, 08:41:55 AM »
One thing I see right away in the 12 string version is the morphs are defined outside the boundaries of the model.  Those really aren't legal postions for xLights so I'm not sure how the import will handle that.  It looks like someone took a 16 string file and just saved it as a 12 string config but none of the positions changed.

Gil:  you likely could get this to work by expanding the render buffer out to more than 100%.   I believe that would make the internal buffer bigger, but obviously only the area that is acutally mapped to model nodes would result in anything being displayed.
Daniel Kulp
Framingham, MA

Offline Shawn42

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Re: SUP import issue on .46
« Reply #13 on: August 18, 2016, 10:19:27 PM »
Gil, as usual you were correct. I went through and edited everything outside of the visible grid (the morphs) and it imported great except for the spiral effects which was a super easy fix (replaced them with morphs, thank you Mark for the suggestion). My thinking was that since sometimes I will start an image off screen and have it pan across the visible screen that morphs would do the same.
Regardless, thanks yet again for the awesome support and time you guys put into this program. The latest update is f-ing great.

Offline Gilrock

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Re: SUP import issue on .46
« Reply #14 on: August 19, 2016, 07:49:42 AM »
For the spirals you could just let it import and then uncheck the Reverse checkbox.  That's what will happen next version.