1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

idea for the character commands page...

Discussion in 'Site News, Questions and Feedback' started by Neko, Oct 27, 2008.

  1. Neko

    Neko Well-Known Member

    Myke,

    Here is a thought. Would you be receptive to the idea of linking a graphic (perhaps in the form on animated GIF or something) of each character's respective move in the command list?

    Sometimes, while studying command/frame data from other characters, I would like to know how that move looks visually, and am not always around a console to verify. By adding a graphic to each move, I think it would greatly convenience casual gamers such as myself, whom do not always have a console on hand...

    Of course, I'd be very willing to help out in uploading the necessary graphics, as I'm sure others would. So it could be done pretty quickly I imagine.

    What do you think?

    Thanks!
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Sounds like a good idea!

    Each move name could be a hyperlink that pops up a small window displaying the image.

    The success of something like this will largely depend on people's willingness to contribute the images as I wouldn't have the time to capture them myself. I would also prefer if the images were of a standard/consistent quality as well.

    For example, all moves should be taken in default 1P outfit from Dojo Command Practice (against Dural).

    Are people willing to do this? If so then nominate which character you're working on, and in parallel I'll tweak the command list engine to sort image display.
     
  3. Neko

    Neko Well-Known Member

    Good to hear it Myke. I think if we put the thread in a more visible area and openly query member interest, I'm sure we will find some peeps willing to contribute!

    Starting with Jacky, I'll try my hand with an old camera, convert to a GIF, and see how the quality turns out. Ideally, I'm guessing it would be best to capture video directly with a video card, but let's give it a shot anyways.

    Thanks!
     
  4. Neko

    Neko Well-Known Member

    Myke, sent you a PM about this, please let me know what you want to do. Thanks!
     
  5. Neko

    Neko Well-Known Member

    So been playing around with some gifs for Jacky, Myke wants the animations to be under 100kb. Here are two made with my crappy camera:

    http://jb.chinet.googlepages.com/jacky_p3.gif
    http://jb.chinet.googlepages.com/jacky_7kg.gif

    I trimmed the vids down to raw frames, and reduced dimensions considerably for file size. Small, but animations still clear to me.

    Myke had an idea of having static images for smaller frame moves, and animations for larger frames. Personally I would like animations for all if possible, that works too though, what do others think?

    Should have some time coming up, so I can start capping once format has been decided.

    Used microsoft gif animator and virtual dub. I'm not the most experienced with gifs or anything so...any ideas would be helpful. Thanks!
     
  6. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Specifically, what do people think of the animated images? Are they too small, or just fine?

    Anyone willing to offer an alternative? Perhaps someone with direct capture capability?
     
  7. ZeroEx

    ZeroEx Well-Known Member

    PSN:
    Zeextremekid
    XBL:
    Zeextremekid
    I'm willing to capture, I have Direct HD (not the us cable box, lol) capture box.

    Tell me what clips you need and the frame size of the video, and I'll do it. If you're gonna use VirtualDub to capture the frames, can you use MP4 video or do you need AVI?

    I would do the gifs as well, but right now I only have PhotoShop CS3 with only Photoshop stand alone. Need to get the full package soon.
     
  8. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    I think the gif's are a bit too small, maybe 100 x 100 and 300k in bytes myke?

    /forums/images/%%GRAEMLIN_URL%%/thumbs_up.gif
     
  9. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I also thought the images were too small, but Neko was trying to cut back on the file size.

    I'm just wary of hosting over 3200 images at 300 KB each. This totals to just under a 1 GB of images for the VF5 Ver.C command list alone. Using static images was something I would prefer, and having access to some original VF5 magazines with the visual command list, I was proposing to just scan that in and try it on for size.
     
  10. Neko

    Neko Well-Known Member

    ZeroEx, my camera saves in avi, but I think it does not matter for virtualdub.

    Myke, if you are short on time to scan the magazine images, another option is to ask for static gif images from members. They could be decent sizes and easily under 10kb, I think.

    Resized jacky's 12 frame p from 75x57 to 100x75. 61kb. at this size you will get 5kb~7kb per frame. more frames will exceed 100kb, lest reduce the dimensions again:

    http://jb.chinet.googlepages.com/jacky_p4.gif

    how did you guys want to handle throws? what if we do something like static images for attacks and animations for throws?
     
  11. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [​IMG]

    This is a quick'n'dirty scan from the VF5 White Book of Jacky's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. The image file size is 3.78 KB.

    I like how the image is cropped nicely around the characters - Neko, maybe you can try doing that with the animation? That way the characters can appear larger in the same small image.
     
  12. Neko

    Neko Well-Known Member

    You got it Myke. Just found out VirtualDub has this cool little feature that sequences video into image files. Additionally, for JPEG you can choose a quality setting, and this way dictate file size. Neat stuff.

    5.87kb

    [​IMG]

    So how do you want to handle throws again?
     
  13. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    You'll just have to use your better judgment for throws I guess, and choose the minimum amount of frames that make the throw identifiable.

    The White Book typically has two frames for throws, with some of the more simpler throws only having one frame.

    Again, I could probably just scan all the White Book images and save everyone the trouble of capturing?
     
  14. Neko

    Neko Well-Known Member

    No need to do all that yourself. The holidays are coming up and I will have time to knock a lot of this out. I understand your views on the throws, minimal animation, sounds reasonable.

    So, it looks like we have a working format on our hands. Using the pic you provided, let's recap:

    1. 180px x 106px
    2. under 5kb for static images
    3. capture the attack when it is not hitting the opponent
    4. image cropped around both characters
    5. use minimal frames for throw animations

    what about the idea of cropping just around the attacker?
     
  15. ZeroEx

    ZeroEx Well-Known Member

    PSN:
    Zeextremekid
    XBL:
    Zeextremekid
    So you guys are good then?
     
  16. Neko

    Neko Well-Known Member

    Zero, I guess you could upload an image or two, and we can compare quality this way. Myke is going by scan, I by camera, and you by direct capture. It can be a good comparison.

    So I'm using my roommates camera now, since it is available. Better quality. Did some throw images as well, check them out:

    All are 180x106 and under 5kb

    6k_g
    [​IMG]

    6p
    [​IMG]

    33k
    [​IMG]

    33p+g
    [​IMG]

    66p+g
    [​IMG]

    I set the cpu to guard, this way I don't have to mess with spacing or worry about the attack hitting. Also, for consistency I'm trying to capture the attacks without his back to the screen (yeah the 33k one is the wrong way).

    So how are these? If they suffice in quality and such I can go ahead and start the capping process.
     
  17. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    I'd say those static, cropped images are just fine. I got a direct capture card and could help for Goh, for example. The stage, however, should feature no walls so it's much clearer what's happening on-screen.

    What should the final pic dimension be like?
     
  18. Neko

    Neko Well-Known Member

    Cool, you could try to upload a couple of pics and see how they compare quality wise.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">What should the final pic dimension be like? </div></div>

    Glad you liked the static images. Myke, do you also like the format of those pics? If so, I could start the capping process maybe this weekend. I just don't want to start capping all this stuff until we agree on format, quality, etc.
     
  19. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    OK, I'll do some samples pics of a throw, hand attack, and kick this evening. The dimensions you used are weird though (let's round it up or down, or so). I'll know more once I've done the capture process in the evening.

    Also, the two fighters in the demo pics should be clearly distinguishable: 1P should wear the standard A costume, the 2P player should be a different char, most optimal with a complementary costume color.
     
  20. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    The problem is that the game runs in 60 frames but I can only capture in 30 fps with my Pinnacle Dazzle capture card. That's also the reason why taking snapshots of fast moves becomes a kind of blurry endeavor as practically two frames overlay each other in one picture. Anyway, here are the results:

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif [​IMG]

    /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif [​IMG]

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif [​IMG]

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif [​IMG]

    /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif [​IMG]

    I preserved an aspect ratio of 16:9 (180 x 101 px), and sticked to the given file size of 5 - 6 KB. The pics are still a bit dark as I forgot to adjust the brightness/contrast accordingly.

    Under the bottom line, someone with an (HD) capture card, capable of recording in 60fps, has the better cards and could capture top-notch static frames from the moves in the given hit phase.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice