This is Wildfire`s online documentation#Inside the prefrences you can select if the#internal html-display-program will be used#or if you want to use an external program#(f.i. Ibrowse, a demo is on the Wildfire CD)#to display the HTML texts.
Here you can select an expression which is multiplied with#the currently selected eveelope. Inside this expression you#can use the following predefined symbols:# pcWidth - image width# pcHeight - image height# pcFrame - current Processor-frame# pcFrames - number of frames# pcXMin, pcXMax, pcYMin, pcYMax, pcZMin, pcZMax - (real)# bounding-box of objects created by some 3D effects.
*EVOptions_EVOptionsWnd
Advanced Options
Advanced options for the Envelopes.
*EVOptions_FirstLbl
_First
*EVOptions_FirstREd
f
First point affected by the transformations.
*EVOptions_LastLbl
_Last
*EVOptions_LastREd
l
Last point affected by the transformations.
*EVOptions_StepLbl
_Step
*EVOptions_StepREd
s
Point-Step affected by the transformations
*EVOptions_XValueLbl
_XValue
*EVOptions_XValueREd
x
X-value used by the transformation
*EVOptions_YValueLbl
_YValue
*EVOptions_YValueREd
y
Y-value used by the transformation
*EVOptions_ScaleBtn
_Scale
Scale the Envelope by the#x- and y- value specified below.
*EVOptions_ShiftBtn
S_hift
Shift the Envelope by the#x- and y- value specified below.
*EVOptions_XMinLbl
X_Min
*EVOptions_XMinREd
m
Minimum X used for evaluation
*EVOptions_XMaxLbl
XM_ax
*EVOptions_XMaxREd
a
Maximum X used for evaluation
*EVOptions_XStepLbl
XS_tep
*EVOptions_XStepREd
t
Step of X used for evaluation
*EVOptions_ExpressionLbl
_Expr.
*EVOptions_ExpressionREd
e
Mathematical expression as function of "x"
*EVOptions_EvaluateBtn
E_valuate
Create an Envelope using the x-range as frame-numbers#and the evaluated values as y-value.
Inside this window you can calculate a preview of the current#so called process. A smaller image will be used and using the#range and the step you can choose which images should be calculated.#So you get an impression of what your animation/sequence will#look like.
*PCPreview_OptionsGrp
Options
*PCPreview_FromLbl
F_rom
*PCPreview_FromREd
r
First frame to be calculated
*PCPreview_ToLbl
_To
*PCPreview_ToREd
t
Last frame to be calculated
*PCPreview_StepLbl
_Step
*PCPreview_StepREd
s
Step between the frames. A step of 2 will skip#every second frame.
*PCPreview_CalculateBtn
_Calculate
Calculate the small images using the from-to-step#settings and store them inside a buffer.
Couldn't update the processor pages.#This may be a serious memory problem.
*Processor_FXModeItms
Linear
Nonlinear
None
*Processor_FXModeLbl
b_Effects
*Processor_FXModeCyc
e
Select the kind of effects you want to use.#The effects will always be rendered BETWEEN the#input and the output. The input that you select will#be copied into a buffer. Finally output will#be created from the effect-result buffer.##- None: If you use no effects then the images from the# input will be direcly given to the output without# being changed. So the structure is: Input -> Output##-Linear effects (Short: LFX): If you use linear effects then the following# structure is used:# Input -> Stream -> linear Effects -> Stream -> Output# You get the input at the start of the processor script# inside the 2d - buffer called stream and no matter# what you do, only the image which is inside the Stream# buffer at the end of the process-script will be# used as output.##-Non-Linear effects (Short: NLFX): If you use#non-linear effects then the following# structure is used:# Input -> NLFXIn -> nonlinear Effects -> NLFXOut -> Output# You see the input as the input image on the effects# page. Finally the outputimage which is displayed at# the bottom of the effects page will be used as output.# Here you do not have to care about the buffers.
Select the frame which is used for the effect-preview#and for the single image mode. For converting the whole#input is used, of course.#There are two different operation modes:##Checkmark Connect = EMPTY ...#Only the displayed image is used for previews and so on.#When you change the Output frame using his slider on the#bottom of the Wildfire window then the input image is not#changed for this operations.##Checkmark Connect = Marked ...#If you change the Output frame using his slider on the#bottom of the Wildfire window then the input image is#changed as well. If you select Frame 10 as output image#then the Frame 10 of the input is displayed and used, too!#This may slow down everything when using animations!!
*Animations_TestFrameREd
NULL
Select the frame which is used for the effect-preview#and for the single image mode. For converting the whole#input is used, of course.#There are two different operation modes:##Checkmark Connect = EMPTY ...#Only the displayed image is used for previews and so on.#When you change the Output frame using his slider on the#bottom of the Wildfire window then the input image is not#changed for this operations.##Checkmark Connect = Marked ...#If you change the Output frame using his slider on the#bottom of the Wildfire window then the input image is#changed as well. If you select Frame 10 as output image#then the Frame 10 of the input is displayed and used, too!#This may slow down everything when using animations!!
*Animations_TestFrameLbl
Frame
*Animations_ScreenmodeBtn
Screenmo_de
Select the screenmode which is used for displaying#the preview while converting or testing.
*Animations_InputImg
NULL
This is the image which is used for the effect-preview#and for the single image mode. For converting the whole#input is used, of course.#There are two different operation modes:##Checkmark Connect = EMPTY ...#Only the displayed image is used for previews and so on.#When you change the Output frame using his slider on the#bottom of the Wildfire window then the input image is not#changed for this operations.##Checkmark Connect = Marked ...#If you change the Output frame using his slider on the#bottom of the Wildfire window then the input image is#changed as well. If you select Frame 10 as output image#then the Frame 10 of the input is displayed and used, too!#This may slow down everything when using animations!!
*Animations_InputImgGrp
Preview
*Animations_RentImgGrp
Space for rent
*Animations_RentImg
NULL
This space is for rent. Contact eksec@eure.de for the price.
*Animations_PreviewBtn
Render Previe_w
Open the render Preview window. There you can render a#small example of your effects. This is quite fast and#shows some very good results and should help you designing#some nice effects.
*Animations_PreviewItms
None
Screen
Window
*Animations_InputTypeItms
Animation
Picture list
Black frames
Image sequence
*Animations_OutputTypeItms
YAFA animation
IFF animation
MPEG animation
(GIF animation)
Image sequence
Display only
*Animations_InputGrp
Input --> Stream
*Animations_OutputGrp
Stream --> Output
*Animations_OperationGrp
Operation
*Animations_InputLbl
Fi_le
*Animations_InputPop
l
Filename of the input. Depending on the input type#this may be different things:#- Animation ... filename of the input animation.# YAFA, QT, AVI, MPEG1, MPEG2 and IFF anims are# supported.#- Picture list ... the input will be selected using# related options. This input field stays free!#- Black frames ... the input size of the black-image# will be changed inside the related options. This# gadget stays empty!#- Image sequence ... If you want to use only one image# as input then you specify here the name of this# image. WF\7 assumes that you want to create an# animation out of this images and uses as preset# a frame number of 60 for the animation. If you# want only one image as output then simply press# the SingleImage instead the convert button!## If you want to use an image sequence as input# then the sequence has to be in the following format:# example.0001# example.0002# example.0003 and so on.# In this case you have to specify the basename of this# sequence. If your sequence is located in:# DH1:Anims/Sequences/ then you would have to use:# DH1:Anims/Sequences/example as input.
*Animations_InputTypeLbl
T_ype
*Animations_InputTypeCyc
y
Type of the input stream:#- Animation ... YAFA, QT, AVI, MPEG1, MPEG2 and IFF# are supported.#- Picture list ... a list of images, ILBM, JPEG, PPM,# PNG and all kinds of datatypes are supported.#- Black frames ... black frames will be generated#- Image sequence ... single images or image sequences# may be used, same formats as in the picture-list# are supported.
*Animations_InputInfoBtn
_Info
Display some informations about the selected input
*Animations_InputPlayBtn
Pl_ay
Play the animation or show the first image.
*Animations_InputOptionsBtn
_Related Options
Adjust some options depending on the type of the input stream
*Animations_OutputLbl
File
*Animations_OutputPopb
Choose the output file
Filename of the output depending on the selected#type.
*Animations_OutputTypeLbl
Ty_pe
*Animations_OutputTypeCyc
p
Type of the output stream.#-YAFA animation ... create a YAFA animation#-IFF animation ... create a IFF animation#-MPEG animation ... create a MPEG animation#-GIF animation ... create a GIF animation,# this is not supported in the current version# because of copyright reasons. If you need a# gif saver then please contact eksec@eure.de# and we talk about the copyright fee.#-Image sequence ... an image sequence or a single image# will be created#-Display only ... only display the result without saving.# This may be used for designing scripts.##Inside the related options you may select#further important options!
*Animations_OutputInfoBtn
Info
Display some informations about the generated output
*Animations_OutputPlayBtn
Play
Play the output animation or show the first image.
*Animations_OutputOptionsBtn
Related _Options
Adjust some options depending on the type of the output stream
*Animations_PreviewLbl
Pre_view
*Animations_CRangeBtn
Ran_ge
Adjust the range of images to convert
*Animations_PreviewCyc
v
Select the type of the Converter preview.#-None ... display no preview#-Screen ... display a preview on a screen. Select# the screenmode of this screen with the Screenmode# button below.#-Window ... display the preview inside a window.# If the animation is deeper then the screen where# wildfire runs on then the preview is switched# automatically to screen!
*Animations_ConvertBtn
_Convert
Start the Converter. The given number of images will#be processed. You see this number on the right side of#the frame-slider on the bottom of the window.#The convert process starts at frame 1 and ends with this#max-frame.
*Animations_SaveImageBtn
_Single Image
Generate a single image. The image which is#displayed as preview will be used for this#operation.#The currently selected frame will be used as#current frame for the effects.##If you want to use another image than the first#image of an animation/ sequence (which is#automatically selected) then you have to change#the inputframe below the preview in the project window#or turn connection on, so that you always use the#same input image as the effect frame.
Here you can select the width of the thumbnails inside#the non linear effect mode. This is only possible when#the expert mode insie the preferences is turned on!
*Effects_RescaleMsg
Do you want to have all parameters adjusted#to the new image dimensions ?
*Effects_RenderOptionsGrp
Render settings
*Effects_ProcessorOptionsGrp
Processor settings
*Effects_EmptyLbl
No effects
*Effects_ModeItms
Color
HAM6
HAM8
*Effects_DepthItms
1 (2 Colors)
2 (4 Colors)
3 (8 Colors)
4 (16 Colors)
5 (32 Colors)
6 (64 Colors)
7 (128 Colors)
8 (256 Colors)
15 (32,8K Colors)
24 (16,8M Colors)
*Effects_DitherItms
Off
Floyd-Steinberg
*Effects_SmoothingItms
Off
Low
Medium
High
*Effects_ScriptLst
NULL
Process script. The effects which are displayed here are#exectuted when pressing test or preview in this window or#single-image / convert in the project window.#The following coloums are displayed:#-State ... x when the effect is enabled, free when the effect# is turned off. In this case the effect behaves like it would# not be inside the script.#-Effect ... name of the effect. The effects will be calculated# from the top to the bottom (that means linear)#-From, To, Step ... displays the values which can be selected for# every effect on the bottom. This may be used as time-line!# The first executed frame is 1 and the last possible frame is 9999.
*Effects_CurrentLbl
Current Effect
*Effects_FromLbl
From Frame
*Effects_FrameLbl
_Frame
*Effects_PreviewBtn
Pre_view
Generate a preview using the current script and#the current selected frame.#The image which is displayed on the project page#as preview will be used for this operation.If you#want to use another image than the first image of#an animation/ sequence (which is automatically#selected) then you have to change the inputframe#below the preview in the project window.##or turn connection on, so that you always use the#same input image as the effect frame.
*Effects_MaxFrameTxt
m
This value is the maximum frame for this script. It depends#on the kind of input and the selected range. It is only#for information purposes, you can not change it here!
*Effects_FrameREd
NULL
Current frame.
*Effects_FrameSld
f
The current frame is displayed and may be changed.
*Effects_TestBtn
_Test
Test the effects using the current script and#the current selected frame.#The image which is displayed on the project page#as preview will be used for this operation.If you#want to use another image than the first image of#an animation/ sequence (which is automatically#selected) then you have to change the input frame#using the gadget below the preview in the project#window. If you select connected then automatically#the `right` input image for your currently selected#output image will be used.#Using the screenmode button on the project page you#can specify the screenmode where your test-image#will appear.
*Effects_FromREd
NULL
First frame at which the currently selected effect is applied
*Effects_ToLbl
To Frame
*Effects_CurrentREd
NULL
Number of the currently selected effect
*Effects_ToREd
NULL
Last frame at which the currently selected effect is applied
*Effects_StepLbl
Frame Step
*Effects_StepREd
NULL
Frame step at which the currently selected effect is applied.#Using a step of two the effect will be used only every second#frame.
*Effects_OperatorsBtn
_Operators
Open the Operators window to add one or more effects
*Effects_KillBtn
Kill
Remove the currently selected effect from the Process script
*Effects_DuplicateBtn
Du_plicate
Duplicate the currently selected effect and all of his settings.
*Effects_ToggleBtn
To_ggle all
Toggle the state of all effects. This may be used if you#have lots of effects in a script and you want to turn off#most of them temporary and test only one effect. Simply turn#of the state of this effect and aftrwards press toggle.#Then this effect is enabled and all other effects are disabled.
*Effects_UpBtn
_Up
Move up the currently selected effect
*Effects_DownBtn
_Down
Move down the currently selected effect
*Effects_ModeLbl
_Mode
*Effects_DepthLbl
_Depth
*Effects_DitherLbl
D_ither
*Effects_SmoothingLbl
Smoothi_ng
*Effects_ModeCyc
m
Select the render mode. You may use a color mode, then#you can specify the depth of the color image. On the#other hand you can use HAM6 or HAM8 mode.
*Effects_DepthCyc
d
Depth of the images generated by the Processor.
*Effects_DitherCyc
i
Choose the type of dithering applied to rendered images.
*Effects_SmoothingCyc
n
Turn on/off smoothing for various effects
*Effects_CSkipLbl
_CMAP Skip
*Effects_CSkipREd
c
Number of colors which are not used by the renderer.#This is usefull if designing workbench backgrounds#and you want the first 8 colors to be free. Just use#8 in this gadget in this case.
*Effects_WidthLbl
Default _Width
*Effects_WidthREd
w
Default width for all effects which are inserted#afterwards. All effects which have some kind of image#width or an centre or something like this inside will#use the new width for their standard settings!#If you select a new input then this is changed#automatically to the width of the input.
*Effects_HeightLbl
Default _Height
*Effects_HeightREd
h
Default height for all effects which are inserted#afterwards. All effects which have some kind of image#height or an centre or something like this inside will#use the new height for their standard settings!#If you select a new input then this is changed#automatically to the height of the input.
*Effects_BGRedLbl
BG_Red
*Effects_BGGreenLbl
BG_Green
*Effects_BGBlueLbl
BG_Blue
*Effects_BGClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
Inside this window you can play YAFA and IFF animations.#Simply select the animation and adjust the settings.#This settings are used when playing YAFA animations from#wherever you are, even from inside the project page.
*Player_DisplayItms
Normal
Zoom
Dither
*Player_OutputItms
Hardware
Window
BGWindow
Screen
*Player_24BitItms
Real
DRGB
DRGB2
Gray
Q332
Ham8
*Player_FilenameLbl
_File
*Player_FilenamePop
f
Filename of the Animation/Project to play
*Player_AnimationGrp
Animation
*Player_OptionsGrp
Player-Options
*Player_DisplayLbl
_Display
*Player_OutputLbl
_Output
*Player_24BitLbl
24_Bit
*Player_DisplayCyc
d
Realtime image transformations done by the Player.#This setting is only useful when using hardware#as output.#-Normal ... display the result normal#-Zoom ... zoom the input by a factor of 2. So the# result is double as big as the input. This looks# good on so called `big-screen` where the size is# more important than the quality#-Dither ... like zoom but uses a different method.# The display is dithered.##Have a look at the YAFA-doc for more informations.
*Player_OutputCyc
o
Select where the output shold be presented:#-Hardware ... us an 15KHZ hardware output. This# requires AGA and is the fastest way to display# animations (1 to 256 colors) when the monitor# features the 15KHZ mode.#-Window ... use a window as output. If the depth of the# anim is higher than the current screendepth where# the window should be opened then it looks quite# strange.#-BGWindow ... same as window but it will not stop when# it is deselected.#-Screen ... play the anim on an screen. Using the screenmode# button you can select what kind of screen should# be used. This method is a little bit slower than# the hardware mode.##Have a look at the YAFA-doc for more informations.
*Player_ScreenmodeBtn
_Screenmode
Select the screenmode which should be used when playing#on a screen.#Have a look at the YAFA-doc for more informations.
*Player_24BitCyc
b
Method used for displaying 15/24 Bit YAFA animations.#On Amigas without gfx-cards 15/24 bit anims can not be#displayed with the correct colors in an easy way.#Real ... real display (only on 24 / 15 bit screens)#DRGB ... faked true color display#DRGB2 ... better faked true color display, but slower#Gray ... anim will be played in gray mode#Q332 ... fast (and low qulity) display#Ham8 ... best quality on AGA (18 bit rgb) (slow)#Have a look at the YAFA-doc for more informations.
*Player_FramebuffersLbl
F_ramebuffers
*Player_LoadbufferLbl
_Loadbuffer
*Player_CacheLbl
_Cache
*Player_WaitLbl
_Wait
*Player_FramebuffersREd
r
Number of precached frames
*Player_LoadbufferREd
l
Size of a global cache buffer
*Player_CacheCyc
c
Turn caching of the complete animation on/off
*Player_WaitCyc
w
Don't start playing immediately, wait until#the user presses the <space>-bar instead
*Player_OperationGrp
Operation
*Player_InformationBtn
_Information
Display some informations about the currently selected animation
Select which is the last frame from your sequence#that should be loaded. After this frame the program#starts again at the first frame of the sequence.#Example:#You have 20 frames test.0001 ... test.0020 and you want#to create an animation with 30 frames but you want#to use only the first 10 frames then you select 10.#WF loads the first 10 frames and afterwards it starts#again with frame 1 till it reaches again frame 10 and#then again it comes to frame 1.##If you insert a new sequence then the last frame of#this sequence is selected automatically as loop because#WF `thinks` that you want to process the whole sequence.
*Sequence_ShiftLbl
_Shift
*Sequence_ShiftREd
s
Do not begin at the first frame of your sequence#but skip the number of frames you select.#0 mean no frame will be skipped.
Select the first image from the output that#should be rendered and saved.
*CRange_OutToLbl
T_o
*CRange_OutToREd
o
Select the last image of the output that#should be rendered and saved.
*CRange_OutStepLbl
St_ep
*CRange_OutStepREd
e
Select the step of the to-be-saved output images.#A step of two would skip every second frame, a#value of 1 will use every frame.
*CRange_OutRangeItms
Off
Standard
*CRange_OutRangeLbl
R_ange
*CRange_OutRangeCyc
a
-Off ... render all output images#-Standard ... This range works directly before the# Output images are written. Here you can specify what# images you want to render from your session. The images# that are not selected inside the output range will not# be processed. The frame number inside the effect# processor is treated as if you would have rendered the# whole process.# Example:# You select From 20, that means that only the images# starting from 20 will be saved. All other images will# not be saved (and to conserve time they will not even# be rendered). Image 20 from the input will be treated# as image 20 for the effect processor and image 20 for# the output. You will get the images `Test.0020 ...# Test.0030` as output. It would have the same effect if# you would render all the images and delete afterwards# the result images that are not inside the range.# This may be used if you want to render parts of your# animations again.
*CRange_CRangeWnd
Converter Range
This window is for the advanced user only! Inside this important window you#can specify special ranges for the input and the output. For all examples we#imagine that we have a input sequence with 30 images. As Output we have#selected Image sequence with the basename `Test`#-Input Range ... This range works directly after the input of Wildfire. Here# you can specify which images of the input will be used for the calculation.# It does not change the frame counter inside the effect processor.# Example:# You select From 20, that means that only the images starting from image 20# will be processed. The first 19 images will be skipped. Image 20 from the# input will be treated as image 1 for the effect processor. 11 images will# be processed. The last effect frame is number 11. You`ll get the images# `Test.0001 ... Test.0011` as output. If you would have deleted the first# 19 images before you selected the input (without using a range) then you# would have got the same result.#-Output Range ... This range works directly before the Output images are# written. Here you can specify what images you want to render from your# session. The images that are not selected inside the output range will not# be processed. The frame number inside the effect processor is treated as if# you would have rendered the whole process.# Example:# You select From 20, that means that only the images starting from 20 will# be saved. All other images will not be saved (and to conserve time they# will not even be rendered). Image 20 from the input will be treated as# image 20 for the effect processor and image 20 for the output. You will# get the images `Test.0020 ... Test.0030` as output. It would have the# same effect if you would render all the images and delete afterwards the# result images that are not inside the range.# This may be used if you want to render parts of your animations again.
*CRange_InFromLbl
_From
*CRange_InFromREd
f
Select the frame of your input where WF should#start the process. This frame is treated as the#first frame to be rendered.
*CRange_InToLbl
_To
*CRange_InToREd
t
Select the last frame that should be processed.
*CRange_InStepLbl
_Step
*CRange_InStepREd
s
Select the frame-step. A value of 2 will skip every#second frame, a value of 1 will use every frame.
*CRange_InRangeItms
Off
Standard
Transition
*CRange_InRangeLbl
_Range
*CRange_InRangeCyc
r
This range works directly after the#input of Wildfire. Here you can specify which images#of the input will be used for the calculation. It does#not change the frame counter inside the effect#processor.#Select the range you want to use:#off ... disable the range, alle input images will be# processed.#standard ... use a standard range where you can# specify the start/endframe and the step. The start# frame will be threated as frame number 1 for the# effect processor.#transition ... use a transition range which may# be used for the creation of transitions between# animations. You have to specify the length of# the to-be-generated transition.# Example:# If your input has 30 frames and you want a# transition of 20 frames then just enter 20 as lenght.# The first 10 frames of the input will be skipped# and only the last 20 frames will be used. So the first# input image to be processed is image number 11. This# image is treated as frame number 1 inside the effect# processor. As a transition combines the last X images# from the input and the first X images from a second# input you should use a LoadAnim operator inside the# effect script to specify the second input!
*CRange_InLengthLbl
_Length
*CRange_InLengthREd
l
Specify the length of the to-be-generated#transition here.# Example:# If your input has 30 frames and you want a# transition of 20 frames then just enter 20 as lenght.# The first 10 frames of the input will be skipped# and only the last 20 frames will be used. So the first# input image to be processed is image number 11. This# image is treated as frame number 1 inside the effect# processor. As a transition combines the last X images# from the input and the first X images from a second# input you should use a LoadAnim operator inside the# effect script to specify the second input!
Enter here the options for black frames. Blackframes#may be generated using Wildfire if you need no special#input image in the case you render the whole things#with a script (e.g. Plots need no input image)
Inside this window you select the options for your#to-be-saved images. You can choose between truecolor-#and rendered images. For truecolor images you have to#choose a saver, for rendered images make sure that#you selected the screen depth that you want on the#option page of the processor.
*PictureOptions_OptionsGrp
Options
*PictureOptions_TypeLbl
_Type
*PictureOptions_TypeCyc
t
Select if you want to use truecolor (24 bit) images as#output or if you want rendered images.#If you choose rendered then the depth from the processors#option page is used.#For truecolor images you have to specify which saver#should be used.
*PictureOptions_ShiftLbl
S_hift
*PictureOptions_ShiftREd
s
Select if the result should start not at frame 1#but skip a number of frame-filenames.
*PictureOptions_ScreenmodeBtn
_Screenmode
Select which screenmode should be saved inside#the header of the image.
*PictureOptions_SaversBtn
S_avers
Select the saver that should be used for saving#the truecolor images.
Using this window you can select the effect PlugIns for#your scripts. Just double-click on any effect for selecting#it or drag`n`drop it into the effect-list.#Inside the upper list you can select the type of effect#and below there ae the single effects.
*Operators_PreviewImg
NULL
Preview of the effect
*Operators_ApplyBtn
Apply
Insert the selected effect into the Process-Script
*Operators_OperatorsLst
NULL
List of available effect PlugIns.#To insert an operator use drag`n`drop (click on it, hold#it and move it into the effect-list) or just double#click on the effect.
*Operators_TypeLst
NULL
Effect types. Depending on the selected type#in the operators list there are shown the different#Wildfire operators.
Inside this window you can select the options for the#mpeg saver. The mpeg programs that are used by Wildfire#are located inside the WF:system/tools/ drawer.
Turn including of annotations into YAFA animations on/off
*YAFAOptions_AnnotationPop
Choose a file
Choose a text file to be included as annotation
*YAFAOptions_AnnotationREd
NULL
Enter a string to be included as annotation
*YAFAOptions_ImageDataItms
Raw
Chunky
*YAFAOptions_PostCompressionItms
None
Xpk
*YAFAOptions_DeltaCompressionItms
None
ByteBR
WordBR
LongBR
Byte
Word
Long
*YAFAOptions_UCFramesItms
One
Two
*YAFAOptions_UCModeItms
Image
Delta
*YAFAOptions_ColormapItms
Unlocked
Locked
*YAFAOptions_YAFAOptionsWnd
YAFA Options
Inside this window you can select the options for#the to-be-created yafa animations.
*YAFAOptions_GeneralGrp
General
*YAFAOptions_ImageDataLbl
_Image Data
*YAFAOptions_ColormapLbl
_Colormap
*YAFAOptions_ForceTimecodesLbl
Force _Timecodes
*YAFAOptions_SpeedLbl
_Speed
*YAFAOptions_ImageDataCyc
i
Select if you want RAW images or CHUNKY images.#RAW images play faster on a hardware screen, CHUNKY#images should be used for 15/24 bit anims. Furtheron#you`ll gain normally better xpk comreession ratios#when using chunky images.
*YAFAOptions_ColormapCyc
c
Select if you want to use a locked or an unlocked#colormap. Unlocked is preferred for several reasons.
*YAFAOptions_ForceTimecodesCyc
t
Select if the animation should contain timecodes or not.
*YAFAOptions_SpeedREd
s
Choose the default speed x. (playspeed on pal = 50/x FPS)#examples for a pal (50 hz) screen:#1 ... 50 FPS#2 ... 25 FPS and so on...
*YAFAOptions_PostCompressionGrp
Post Compression
*YAFAOptions_PostCompressionLbl
_Post Compression
*YAFAOptions_CompressorLbl
C_ompressor
*YAFAOptions_ModeLbl
_Mode
*YAFAOptions_PostCompressionCyc
p
Select if you want no XPK-compression or XPK-compression.#For anims where a high amount of `movement` is used (fast#flights through a tunnel and so on) this compression#should be used. If you have lots of static elements then better#use delta compression.#Always remember:#Compression and playing compressed anims takes some time!
*YAFAOptions_CompressorREd
o
Select which kind of XPK compressor should be used:#Examples:#FAST#NUKE#RAKE
*YAFAOptions_CompressorModeREd
m
Select how good the compressor works.#Normally you should select 100.
*YAFAOptions_DeltaCompressionGrp
Delta Compression
*YAFAOptions_DeltaCompressionLbl
_Delta Compression
*YAFAOptions_UCFramesLbl
_UC Frames
*YAFAOptions_UCModeLbl
UCMod_e
*YAFAOptions_DeltaCompressionCyc
d
Choose no delta compression or the type of compression.#If you use Delta Compression the colormap (palette) should#be locked!#If you have a lots of static elements in your anim then#you should use this compression. Otherwise use XPK#compression.#The different delta types differ in the compression size#and the playing speed.#ByteBR normaly has the best crunching ratio but plays#slow, Long plays faster but has no very good compression.#Always remember:#Compression and playing compressed anims takes some time!
*YAFAOptions_UCFramesCyc
u
Select how many uncompressed frames should#be used. Normally one should be choosed.
*YAFAOptions_UCModeCyc
e
Select if the first images should be delta compressed#or not. Delta should give the best crunching results.
Inside this window you can create the envelope of the#variable. An envelope tells the variable which value#it should have at which frame.#On the x-axis you select the frames, on the y axis you#select the value that the variable has on this specific#frame.#Example:#If you choose two points:#Frame= 1 Value= 0;#Frame=60 Value=100#and tell WF to use a line interpolation then the variable#with this envelope has the following values:#At Frame 1 Value 0#At Frame 30 Value 50#At Frame 60 Value 100 ... and so on.
*Envelope_XValueLbl
_Frame
*Envelope_YValueLbl
V_alue
*Envelope_XRangeLbl
Frame Range
*Envelope_YRangeLbl
Value Range
*Envelope_XMinREd
NULL
Minimum displayd frame number.
*Envelope_XMaxREd
NULL
Maximum displayed frame number.
*Envelope_YMinREd
NULL
Minimum displayed value.
*Envelope_YMaxREd
NULL
Maximum displayed value.
*Envelope_XREd
f
Frame of the point.
*Envelope_YREd
a
Value on the frame x.
*Envelope_AdvancedOptionsBtn
Adv. _Options
Open the advanced options window to change#the whole envelope.
*Envelope_AddPntBtn
A_dd Point
Add an point to the envelope.#You have to specify the position with#a single mouseclick in the graph afterwards.
*Envelope_KillPntBtn
Kill Point
Delete a point from th envelope.#You have to select it with a single#mouseclick afterwards.
*Envelope_TypeLbl
_Type
*Envelope_TypeCyc
t
Change the type of the curve.
*Envelope_ViewAllBtn
_View All
Display the whole graph.
*Envelope_UseBtn
_Use
Use the displayed envelope.
*Envelope_CancelBtn
_Cancel
Discard your changes.
*Envelope_EnvelopeImg
NULL
This is the graphical visualisation of the envelope.#On the x axis there are the frames which will be calculated#in your anim and on the y axis you see the value which the#selected variable has at frame x.
If you mark this gadget then the currently selected#Plugin will be displayed inside the menu the next time#you`ll start Wildfire. So you do not have to open the#general Plugins window everytime you want to start a#external Plugin.
*PlugIns_PlugInsWnd
PlugIns
Inside this window you see the available general plugins that#help you working with Wildfire. Just doubleclick on them and#move the mousepointer over their window to have a look on their#function!
*PlugIns_PlugInsLst
NULL
Here are the currently available PlugIns.
*PlugIns_AddBtn
_Add
Add an plugin to the list.
*PlugIns_KillBtn
Kill
Delete an plugin from the list.
*PlugIns_SavePrefsBtn
_Save Prefs
Save the preferences. If an plugin is open then#it`ll be open on a new start of WF, too.
This window shows the progress of the current project.#The `to-go` time is not 100% accurate but gives you a good#hint how long the session will take...#Remember that the time to generate the effects depends very#much on the selected parameters and as they change a lot#within a nice animation the time the effects need changes#a lot, too.
*Progress_AbortBtn
_Abort
Abort the current operation
*Progress_ProgressBar
NULL
Displays the state of the operation currently in progress
If this is selected then the small buttons inside the#gadgets will be displayed. Otherwise there will be no#images inside the gadgets.#It`s faster without images but it does not look as#good as with images!#This change will work only after the next WF-restart.
*Prefs_ICacheLbl
_Image caching
*Prefs_ICacheMrk
i
Turn internal caching of imags on or off. If it`s turned#on then Wildfire keeps some images in his memory to speed#up computation a lot!
*Prefs_PrefsWnd
Preferences
Inside this window you can select the preferences#for Wildfire.
*Prefs_PagesItms
General Options
Paths
Macros
*Prefs_SettingsGrp
Settings
*Prefs_FileGrp
File
*Prefs_FilenameLbl
_File
*Prefs_FilenamePop
f
Name of the preferences file.
*Prefs_LoadBtn
_Load
Load the preferences file.
*Prefs_SaveBtn
_Save
Save the preferences.
*Prefs_ExpertModeLbl
_ExpertMode
*Prefs_StatisticsLbl
S_tatistics
*Prefs_UsePPCLbl
Use_PPC
*Prefs_PRVDitherLbl
PRV_Dither
*Prefs_ExpertModeMrk
e
Turn expert mode on or off.#On means that there are no safety-requests.
*Prefs_StatisticsMrk
t
Turn statistics after converting on or off.
*Prefs_UsePPCMrk
p
If you have an ppc you can enable or disable the#usage of the ppc. This button should really be used#only for speed comparisons. Normally the ppc usage#should of course be turned on!
*Prefs_PRVDitherMrk
d
Turn the dithering of the preview on or off.
*Prefs_PlayerScreenLbl
Player-S_creen
*Prefs_LabelFontLbl
Label-F_ont
*Prefs_PriorityLbl
Priorit_y
*Prefs_PlayerScreenPop
c
Select which public screen will be used to open the#YAFA-window on when playing animations in window-mode.
*Prefs_LabelFontPop
o
Select the font which is used for the labels inside#Wildfire`s windows. This font is used inside the NLFX#window (non linear effect window) and the envlope#window. The size should be not too big, Helvetica 9#is the standard setting.
*Prefs_PriorityREd
NULL
Select the priority for Wildfire.# 0 is the standard priority,# -1 should be used if you want WF in the background# 1 if WF should `catch` all the time
*Prefs_PrioritySld
y
Select the priority for Wildfire.# 0 is the standard priority,# -1 should be used if you want WF in the background# 1 if WF should `catch` all the time
*Prefs_LanguageLbl
L_anguage
*Prefs_LanguageCyc
a
Select the language which should be used inside Wildfire.#English ... english language or#German ... deutsche Sprache.##This selection will be used after the next start#of Wildfire!
*Prefs_LanguageItms
English
German
*Prefs_RestartMsg
Note that currently made change has no#effect until you restart the program.
Select a HTML-viewer (example: Ibrowse) for displaying#the online help. If you leave this free then the#HTMLtext from Dirk Holtwick is used#A Demoversion of Ibrowse is on the Wildfire CD.
Inside this window you see the preview of the effect#processor. You can change the size of the preview in#percent of the real image size (displayed in the title bar).#If something went wrong with the preview please close it#and open it again.
*ProcessorPreview_PreviewImg
NULL
This is the preview of the processor script.#The image which is displayed on the project page#as preview will be used for this operation.If you#want to use another image than the first image of#an animation/ sequence (which is automatically#selected) then you have to change the input frame#using the gadget below the preview in the project#window. If you select connected then automatically#the `right` input image for your currently selected#output image will be used.
*ProcessorPreview_SizeLbl
_Size
*ProcessorPreview_SizeREd
s
Size of the preview in percent of the original image.
Remove the effect, which is connected#with the clipboard, from the NLFX.
*IRS_LocalOutputImg
NULL
This is the output image of the current effect.#You can drag`n`drop it to the output of the NLFX#Engine or to an input of another effect.#If you want to delete a connection between this#output and another input/the main output then just#drag`n`drop this image again to this input/#the main output.
*IRS_LocalInputLbl
Input
*IRS_LocalInput1Lbl
Input 1
*IRS_LocalInput2Lbl
Input 2
*IRS_LocalHeightMapLbl
Height Map
*IRS_LocalTextureLbl
Texture
*IRS_LocalAlphaLbl
Alpha
*IRS_LocalForegroundLbl
Foreground
*IRS_LocalBackgroundLbl
Background
*IRS_ClipboardImg
NULL
This is the clipboard of the NLFX. Here you can drag`n`drop#an resul image. This image may be dragged`n`dropped later on#to a input of another effect. This may be used if the input and#the output effect are not on one `page`.
*IRS_ClipboardGrp
Clipboard
*IRS_OperatorsBtn
_Operators
Open the Operators window to add one or more effects.#Simply doubleclick on the effects and they`ll be#inserted into the non-linear-effect (nlfx) window.
*IRS_InputImg
NULL
This is the example image from the input stream.#You can drag`n`drop this image to any input of#any effect that is in the effect processor.#If this image is connected with an input of an effect#and you want to delete the connection then simply#drag`n`drop this image to the input again!##The image which is displayed on the project page#as preview will be used for this operation.If you#want to use another image than the first image of#an animation/ sequence (which is automatically#selected) then you have to change the input frame#using the gadget below the preview in the project#window. If you select connected then automatically#the `right` input image for your currently selected#output image will be used.#Using the screenmode button on the project page you#can specify the screenmode where your test-image#will appear.
*IRS_OutputImg
NULL
This is the output which will be send to the#converter to create the sequence/anim.#To create connections just drag`n`drop the output#of any effect to this image. If you want to delete#the connection just drag`n`drop this again.
*IRS_InputGrp
Input
*IRS_OutputGrp
Output
*IRS_InputLbl
Input
*IRS_OutputLbl
Output
*IRS_UpdateErrorMsg
Couldn't refresh the virtual group.#This may be a serious memory problem.
*IRS_MaximumMsg
Sorry, the list of effects has reached its maximum.
*IRS_NoNLFXOperatorMsg
Sorry, this operator was not designed to work with#the nonlinear effect processor (NLFX).
*IRS_ImageEmpty
The requested image is empty.
*IRS_InputImageEmpty
The input buffer is empty.
*IRS_EndlessLoop
Endless loop detected. Please remove the connection#which forces this loop. Just drag`n`drop the output#on the input of the other effect.
Inside this window you can create variables.#A name is automatically given but you can choose#it to fit your likes, of course!#You can select the start end the endpoint if you want,#they are preselected as frame 0 and max-frame of the#project. Remember that the first frame is frame 1#so frame 0 is NOT the first frame. This may be useful#for rotations and so on, where you want a smooth movement.#So you end f.i. with 360 degrees and if you would use#0 degrees at frame 1 the anim would stay still a moment.#When using frame 0 instead then for frame 1 the right#angle is calculated for a smooth movement.
*CreateVariable_NameLbl
_Name
*CreateVariable_NameREd
n
Enter here the name of the variable.
*CreateVariable_AmplitudeLbl
_Amplitude
*CreateVariable_AmplitudeREd
a
This is the maximum value of the envelope.
*CreateVariable_OffsetLbl
O_ffset
*CreateVariable_OffsetREd
f
This is the Y-offset where the envelope starts.
*CreateVariable_ShapeLbl
_Shape
*CreateVariable_ShapeCyc
s
This are the predefined envelope shapes:#-Single Point ... create only a single point#-Ramp ... create a ramp with the coordinates# startframe,offset ... maxframe,amplitude#Sine ... create a sinus curve with the coordinates# startframe,offset ... maxframe,offset#Cosine ... create a cosinus curve with the coordinates# startframe,offset ... maxframe,offset#Triangle ... create a triangle with the coordinates# startframe,offset ... (maxframe-startframe)/2+startframe,amplitude# ... maxframe,offset#
*CreateVariable_UnitLbl
_Unit
*CreateVariable_UnitCyc
u
Select some predefined units for your envelope.#This units change the amount setting to some#standard values which are very usefull.#Mix ... set the amount to 100, this may be used# for all kind of Compose-Mix effects. The minimum# value for a mix effect is 0, the maximum is 100.#Color ... this sets the amount to 255 which is the# maximum value for a rgb-effect.#Angle ... the amount is set to 360 as 360 is the# maximum angle for a full rotation.#Zoom ... this changes the amount to a value of 1.# So you can easily zoom between a factor of 0# (image not visible) and 1 (full size).#Frame ... This sets the amount to the currently# selected maximum frame. So you`ll get f.i. a ramp# where the variable has the exact value like the# current frame number.#Free ... choose the amount yourself.