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Thread: Editing HOMM3 bik files and animations | This thread is pages long: 1 2 · NEXT» |
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SOSolacex
Tavern Dweller
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posted November 10, 2023 06:16 PM |
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Editing HOMM3 bik files and animations
Hey, I've ran into a few problems when trying to edit a few things.
I've tried to edit some bik files, however when using RAD video game tools, I've noticed that the resulting files end in BIKi rather than HOMM3's BIKb's.
Is there a guide on how to turn them into BIKb, or at the very least make them work?
Another question is, is there something similar to HOMM5's animation Speedfactor?
I wanted to replace an anim, although it would have more frames. Of course, if the amount of frames are for example, double, the anim will just take twice as much time. I've tried putting it in the game, with said issue.
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baronus
Legendary Hero
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posted November 12, 2023 01:41 PM |
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Theres no way. You can turn to bik2 and it not work.
We dont have any tool to bik1.
It work only in Heroes Chronicles where you have bik2.
It is probably possible to make H3.exe for both formats by editing BInKw32.dll but no one made it. Only for MM6 it was done.
Its a big problem for H3.
Final solution is ERA2 platform when we have mod BIK to SMK conversion. SMK is easy to edit.
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VIP
Known Hero
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posted November 16, 2023 09:14 PM |
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Edited by VIP at 21:16, 16 Nov 2023.
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I searching too dll/resolve for generate correctly bik file or "replace" logical "get" game video, example: smk/def format. Maybe moders have idea?
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baronus
Legendary Hero
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posted November 18, 2023 07:11 PM |
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Maybe Grayface help you?! MM6 has modded BIK/smk files.
https://grayface.github.io/mm/
Second option compare modded and original miss and binkw dll for MMVII.
And third try replace binkw by miss dll and BIK to SMK in heroes.exe. Maybe it allows you to use only smk files?!
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VIP
Known Hero
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posted November 25, 2023 06:14 PM |
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I tried long time no idea If you know try create
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baronus
Legendary Hero
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posted November 26, 2023 12:35 PM |
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Probably it was codded in exe. Heroes Chronicles biks are redable. Another option is compare Heroes 3 exe and HCh exe how it was made and rewrite Heroes.exe...
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SOSolacex
Tavern Dweller
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posted December 09, 2023 11:53 AM |
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I am not sure I understand.
RAD video tools should convert to .bik just fine. It's just the wrong version of .bik (non2)..
It's a very old version. I was curious if anyone had it lying around.
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baronus
Legendary Hero
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posted December 09, 2023 03:00 PM |
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Yes. We dont know any tool...
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orzie
Responsible
Supreme Hero
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posted December 09, 2023 03:19 PM |
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Edited by orzie at 15:24, 09 Dec 2023.
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For Heroes 3 Bink videos, you'll have to search for a very specific version of the Bink tool. I myself don't have it, but the idea is that it should be outdated enough for Heroes 3 to chew through.
You could start from there, but I didn't test. I'm afraid the date should be closer to at least 2013 (when Bink 2 replaced Bink 1), maybe older.
Bink Editor build history
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 04:07 PM |
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Edited by AlexSpl at 16:21, 09 Dec 2023.
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Maybe this will help - https://www.factionfiles.com/ff.php?action=file&id=5465
It's 1.1b (6-18-2001).
Though mind my antivirus has just deleted one file from temp installation. Other files seems OK. Anyway, you can test it under VM/Sandbox first to be sure. Probably, it's connected with this statement - "Made the player periodically ask to check for updates (since many users just double-click in Explorer and never run the tools)."
See full change log -
Changes from version 1.1a to 1.1b (06-18-2001)
Fixed bug when opening a Bink file with multi-threaded I/O turned off. This caused several of the tools to lock up when processing Bink files as input files.
Changes from version 1.0x to 1.1a (06-14-2001)
Added new audio encoder that provides much higher quality sound on deep tones (may still have to use 0 lossy level on some files, though).
Rewritten DirectSound layer - much more tolerant of CPU starvation. Also worked around buggy SBLive drivers that would cause periodic skipping under Windows 2000.
All new threading model - instead of one thread per open Bink, there are simply two global threads for all open Bink files. Also fixed a few very rare thread deadlocks on multi-CPU machines (typically exhibited after more than 12 hours of looped playback).
Built with new beta versions of the Xbox system software - fixes crash in BinkOpen on beta 1 and 2 Xbox hardware.
Fixed compression of unusual AVIs where the video stream format doesn't match the file format (usually seen in Debabilizer AVI files).
Fixed a bug compressing unusual QuickTime movies where the audio started at a non-zero offset.
Improved the Bink I/O system to give better playback when playing files that are very close to the data rate limit of the playback device.
Added a new BinkDX8SurfaceType function that returns the type of a DirectX 8 surface.
Changes from version 1.0w to 1.0x (02-15-2001)
First release of the Bink SDK for Xbox! Use Bink files on the Xbox!
Fixed a several precision issues in the front-end tools that caused a variety of odd problems when working with very long video files.
Updated the 3D example files to support scaling the video while blitting.
Fixed a thread deadlock when running under Windows 98 and another background application was pounding on the DirectSound device.
Fixed a bug on the Mac when using the BINKSURFACE32A surface type.
Changes from version 1.0v to 1.0w (11-26-2000)
All Bink example files have been rewritten - much cleaner and easier to understand.
The example programs for performing alpha on OpenGL or Direct3D have been merged into one file (ExamAlph.C). The example now uses a simple wrapper API to both OpenGL (GLRAD3D.C) and Direct3D (D3DRAD3D.CPP).
Added a Carbon version of the Bink library for MacOS X.
Made the Bink Mac player show double-clicked or dropped files from the Finder.
Fixed a few bugs in the video resizer - should look better when using small resize ratios (like resizing a 320x240 video to 352x256, for example).
Fixed a bug in the video smoother where small artifacts could appear.
Allow more video files to be added to a single compiled executable.
Fixed a bug where bi-linear filtering was forced on when compressing an alpha plane.
When adding three or more files to a list file, the files are sorted as they are placed into the list.
List files now store complete pathnames internally, so you can copy them to other locations and the list file will still work.
Changes from version 1.0u to 1.0v (10-03-2000)
Fixed a silly bug in the still image importer where the frame range was used incorrectly.
Changes from version 1.0t to 1.0u (09-28-2000)
Fixed a bug in Smacker's lossless mode where it wasn't lossless if the input file had a very high data rate.
Fixed a bug when using a list file containing a series of still images with local start and end frame offsets.
Fixed a display bug in file information window where large file sizes could be displayed as negative numbers.
Switched to the new RAD make tool - very cool.
Changes from version 1.0s to 1.0t (09-09-2000)
Added video resizing! You can now shrink or zooming during compression or conversion. We use bi-cubic interpolation for extremely high quality scaling.
Added a bunch of digital video filters for use during compression and conversion - contrast, smoothing, brightness, clamp to black, gamma correction, and video de-interlacing are all now available!
Fixed a subtle bug in the QuickTime importer where the first frame was sometimes duplicated.
Added new 256-color small and large icons for Bink and Smacker.
Added a workaround to a SBLive driver bug that was causing waveOut mode not to work under Win98.
Fixed some thread contention problems that were causing audio decompression to take a bit more CPU than necessary.
Fixed the non-client area not being redrawn in the players after a window resize under Win2K.
Changed a few variable names in RAD.H to avoid conflicts with AMD's 3DNow header file.
Fixed a bug where a list file containing files with different original frame rates would wrap around if an adjusted frame rate was used on the list file.
Changes from version 1.0r to 1.0s (08-08-2000)
Made the player periodically ask to check for updates (since many users just double-click in Explorer and never run the tools).
Fixed a stupid bug where Bink videos without sound would play as fast possible.
Changes from version 1.0q to 1.0r (08-03-2000)
Sped up the decompressor by 12% on Mac and 5% on PC.
Fixed a audio problem on the Mac where audio playback was noisy.
An error is now shown when the audio track of a locked QuickTime file is opened (rather than just converting silence).
When executing an internal video utility and the control key is held down, we now put the command onto the clipboard (this makes it easy to copy the command line into a batch file).
An hourglass is displayed when reading long series of image files.
Fixed a bug where the wrong window style was used in the Bink player.
Fixed a goofy bug where BinkSetSoundOnOff only allowed zero or one (vs. zero or non-zero).
Changes from version 1.0p to 1.0q (07-10-2000)
Fixed a subtle aliasing error when using the 'adjust to frame rate' option with non-integral multiples.
Fixed a bug where the alpha plane of an imported Bink file was ignored.
Fixed a bug where the alpha plane of a TGA file was ignored if you imported the file as one of a series of still images.
Switched to a new EXE compressor (UPX) under Win32 that gets better compression and that should be more widely compatible.
Changes from version 1.0n to 1.0p (06-26-2000)
Switched to the real FFT instead of the complex FFT which can double audio decompression performance on some CPUs!
Made the RAD Video Tools must better at detecting series of numbered files.
Changes from version 1.0m to 1.0n (06-12-2000)
Compiled EXE Bink and Smacker files can now be used by most of the tools - you can convert them into AVIs, recompress them, remix audio from them, click on advanced play to change the built-in playback settings, etc.
You can now use the Bink and Smacker sound mixers to remove an audio track - just use '-' for the sound filename to mix.
The Mac player can now play PC EXE compiled videos - just highlight EXE file and hit Play!
Video playback is now centered by default on the Mac.
The background screen is cleared to black by default on the Mac.
Added options to not clear the background screen and to hide the mouse during playback on the Mac.
The Smacker player can now hide the mouse cursor during playback.
Fixed crash when encountering a file IO error (such as the CD being ejected during playback) on both PC and Mac.
Fixed an offset bug when using negative X offsets in the RAD graphics file importer when outputting true-color files.
Added the new RADSetMemory function that allows you to replace Bink's or Smacker's memory allocation and freeing routines on both PC and Mac.
Changes from version 1.0k to 1.0m (06-02-2000)
Switched to a faster FFT routine (speeds up audio decompression).
Fixed BinkCopyToBuffer to return a 1, if the blit was skipped.
Exported the BinkSetIO function correctly.
Fixed a wrap around bug when converting long wave files with the Bink converter.
Changes from version 1.0j to 1.0k (05-22-2000)
Fixed some surface byte ordering issues on MacOS - BINKSURFACE32 is now the correct format for the MacOS desktop.
Fixed a millisecond overflow problem on MacOS.
Buffer more sound data on MacOS - should give smoother playback.
Use less aggressive frame skipping on both PC and Mac.
Fixed a bug in the Bink IO speed simulator.
Fixed a crash when importing a Smacker file with Bink audio.
Added waveOut support to Bink - it can now run completely without DirectX.
Changes from version 1.0i to 1.0j (04-30-2000)
First version of Bink for Mac! The full Bink SDK and player is now available for MacOS!
Fixed a bug when pausing a video before a single frame had been decompressed.
Changes from version 1.0h to 1.0i (04-05-2000)
Added three new display color depth options to the Bink player - "at least high-color" (tries 16-bit, then 32-bit, and then 24-bit), "try true-color" (tries 32-bit, then 24-bit, and then 16-bit), and "true-color only" (tries 32-bit, and then tries 24-bit).
Checks the actual bit depth set after a call to ChangeDisplaySettings to work around a bug in the NVidia drivers.
Bink player doesn't decompress sound that is going to be skipped when playing in "as fast as possible" mode.
Fixed a bug in the 5551 merged alpha blitters.
Added two Bink alpha plane playback examples - DXALPHA.CPP for Direct3D and GLALPHA.C for OpenGL.
First version of Smacker 4.0 for the Mac! PowerPC and 68K are both supported (you should avoid using Bink audio in Smacker files that will be played on 68K machines, though).
Fixed a bug in the Smacker encoder where files compressed with Bink audio tracks would be aligned incorrectly. This led to too slow Smacker files on the PC and unplayable files on the Mac. You have to recompress the Smacker file to fix the problem, though.
Renamed the SmackTimerRead function to RADTimerRead and switched to using QueryPerformanceCounter (from timeGetTime) on Win32 - should make movies play a little more smoothly on Windows NT and 2000.
Fixed a bug in the SmackGetRects function where an extra bogus rectangle would be returned on a frame where a palette change occurred, but no pixels changed.
In the Smacker player and SDK, broke out the time spent in the audio and video decoders into separate values.
Fixed a bug in the Smacker player that cause an extra millisecond of sleep for every frame.
Fixed a bug where the Bink encoder wouldn't read the alpha channel out of an input Bink file.
Fixed a crash in the Mac SmackBuffer API when a NULL rectangle was passing to SmackBufferBlit.
You can now override settings on the command line with a remove switch. For example, if you run "BinkPlay test /L", you can tell Bink to ignore the loop switch with "BinkPlay test /L /-L". The "slash-minus-L" tells Bink to skip the earlier L switch. This is mostly useful for overriding the switches that are compiled into a self-playing Bink or Smacker file.
Changes from version 1.0g to 1.0h (03-14-2000)
Under NT, sped up mixing time dramatically by flushing the file less often.
Fixed a problem where a user-specified DirectSound object could cause audio not to play.
Fixed a bug in the Smacker mixer where forcing a frame rate would cause the audio to be mixed incorrectly.
Changes from version 1.0f to 1.0g (03-08-2000)
Added multi-CPU support to the Bink compressor! Compression scales close to linearly with multiple CPUs - twice as fast for two CPUs, four times as fast for four CPUs, etc.
Added reversed order blitters (BINKSURFACE24R and BINKSURFACE32R). These are convenient under OpenGL where the reversed byte path is more optimized.
Added merging alpha blitters (BINKSURFACE32A, BINKSURFACE32RA, and BINKSURFACE4444). These are used with Bink files that are compressed with an alpha plane to get the merged formats commonly used by the 3D APIs.
Added the new online documentation system (with the system that Casey created for Granny).
Fixed a bug in the BinkBuffer API where the YUV formats were never tried if the DIBSection blitter failed.
Changes from version 1.0e to 1.0f (02-08-2000)
Made the Bink compressor up to 25% faster with better video quality.
Made the core Bink decompressor about 12% faster on all CPUs.
Made the decompressor another 5% faster if you recompress your Bink files.
When compressing with alpha, we now use QuickTime to load the files first (which lets us read the alpha planes out of most files - including TGAs).
Fixed a few bugs in the alpha plane compressor and decompressor.
Switched to a new internal frame format as a precursor to multi-CPU (SMP) decompression.
Merged the Bink for PC and Mac into one code base (for the upcoming Mac release).
Fixed a crash in the Bink DLL when shutting down under NT 4.
Made the Bink and Smacker players for Win32 take longer lists of filenames (up to 50 files can now be compiled into an EXE).
Changes from version 1.0d to 1.0e (02-01-2000)
Worked around a Windows buffer limit that was causing doubled-clicked files in the RAD Video Tools not to play.
Fixed a potential crash when decompressing alpha plane data.
Changes from version 1.0c to 1.0d (01-27-2000)
Fixed a bug in the QuickTime sound importer - there should be no more glitches with compressed MOV soundtracks, MP3 files or other compressed wave files.
Fixed the Bink converter using the wrong value when displaying percent complete during a sound file conversion.
Fixed some YUV conversion problems when using non-zero offsets to the BinkCopyToBuffer function.
Sped up mono 2x blitting on non-MMX CPUs.
Fixed a bug where DirectDraw was still required even when using DIBSections.
Fixed a bug in the standalone player where the DirectSound object was deadlocking when being released under NT 4 at shutdown time.
Fixed some bugs in the measuring of total read time (and added reporting of idle reading time and background thread reading time in both the summary and the real time statistics).
Fixed a bug when simulating a device speed where the device speed was overestimated.
Made the list file button handle lists as large as Windows itself can handle.
Made the list file button much faster when used with huge lists of files.
Made the file info button display the true color depth of an AVI file (8, 16, 24, or 32 instead of always 8 or 24).
Changes from version 1.0c to 1.0b (01-04-2000)
Sped up mono blitting on non-MMX CPUs.
Fixed a bug in the YUY2 and UYVY 2X stretchers.
Changes from version 1.0a to 1.0b (12-28-1999)
Added 2x height, 2x width, and 2x width and height stretching software blitters - up to four times faster than Windows.
Added scaling compression support for 2x height, 2x width, and 2x width and height.
Fixed the Bink colorspace conversion to match YUV hardware exactly (Bink videos should look identical whether displayed with the hardware or our optimized software blitters now). This also had the nice side effect of making videos with lots of reddish hues compress better.
Added much faster blitter support for non-aligned destination memory addresses.
Made the Bink compressor display more information when loading lists and runs of files.
Fixed a bug in the Smacker player for DOS when playing new Smacker 4.0 files.
Fixed a bug in the Smacker player for DOS when playing an audio track compressed with the Bink audio codec.
Fixed edge support for mono and 2x blitters.
Fixed a bug in both the Bink and Smacker compressors, where the start sound offset would be wrong if you adjusted the output frame rate.
Fixed a bug where the Bink player would wait the first frame's time before beginning playback.
Fixed a bug in the Bink player where the final frame wasn't displayed long enough.
Changes from version 0.9n to 1.0a (12-01-1999)
Bink compression is now twice as fast! Compress your movies in half the time.
Bink player now shares the CPU much more nicely.
Added video smoothing and contrast control to the Bink compressor (usually makes a huge difference in video quality).
Smacker has been upgraded to version 4.0 and has been fully integrated.
New Smacker 4.0 compression - double the quality of your Smacker movies!
Smacker 4.0 now includes optional Bink audio compression. You can now use Bink's perceptually-lossless 8 to 1 audio compressor.
Smacker 4.0 player now shares the CPU much more nicely.
Smacker 4.0 player now correctly shows the logo if the movie was paused.
Smacker 4.0 DOS player now uses Miles 6.0 (smaller compiled DOS EXEs).
Smacker 4.0 uses the Bink bandwidth allocation routines to intelligently reallocate bandwidth to the frames that need it most.
Added a SmackGetKeyFrame function to the Smacker 4.0 SDK.
The analyze window now tags key frames in Bink and Smacker 4 files.
Added an always-on-top option to both the Bink and Smacker players.
The Bink compressor can now compress to grayscale-only Bink files.
Added an option for the Bink compressor to compress the alpha plane of the input file (only Bink SDK users can access the alpha plane currently).
Made window alignment dependent on pixel size (rather than always 4) in Bink.
Made the compressors, converter, and mixers front-ends more consistent.
Bink video window isn't cleared to black before playback begins.
Fixed a nasty bug in the masking YUV blitter that would cause some unusual frames not to be completely copied (leaving little artifacts behind).
Fixed a crash when looping short Bink movies.
Fixed a bug in the Bink converter when converting RAW sound files into wave files.
Fixed a bug in Bink where the first frame would be skipped after a go to or a loop around (which also fixed a weird problem when Smacking a Bink file).
Changes from version 0.9m to 0.9n (11-02-1999)
Added new YUV to RGB blitters specifically for video memory - up to 100% faster when converting directly into video memory.
Fixed a memory leak in BinkClose.
Fixed a bug when playing multiple files when using the fill-screen-to-black option.
Changes from version 0.9k to 0.9m (10-14-1999)
Added a grayscale blitting mode (much faster - useful on slow machines).
Further tweaked the frame skipping logic for slower machines.
Made the DIBSection blitter chosen before the overlay and off-screen surfaces (should be more compatible).
Changes from version 0.9j to 0.9k (10-13-1999)
Made sound synchronization much more accurate after a frame skip or a pause - we should recover from frame skips on low end machines much cleaner now.
Fixed a problem with videos stopping with the SDK when using Miles.
Changes from version 0.9i to 0.9j (10-11-1999)
Further optimized the 24-bit and 32-bit non-MMX blitting routines.
Fixed the background of the Bink Tools dialog boxes under NT.
Fixed a bug with compiled EXE Bink files not playing under NT.
Changes from version 0.9h to 0.9i (09-09-1999)
Added DIB Section support for non-DirectX blitting.
Changed DirectDraw off-screen system blitter to check the DirectDraw scale flags to see if it supported stretching.
Added new non-MMX 16-bit, 24-bit, and 32-bit blitters that are all much faster on Pentium Pros.
Added additional optimized data alignment paths in the 16-bit non-MMX blitters.
Fixed a bug in the sound mixer where key frame markers would be lost.
Fixed a bug in the compressor where the hint file frame numbers were off by one.
Added a switch (/C) to hide the Windows mouse cursor inside the Bink window.
Changes from version 0.9g to 0.9h (09-02-1999)
Fixed a stupid, but pesky audio mixing bug where the "mix at what frame" setting could be ignored.
Fixed a sporadic crash when compressing file with more than 50000 frames.
Fixed a bug where the left edge of the desktop could peek through when using the "clear screen to black" setting.
Fixed a bug in the SDK when BinkCopyToBuffer wouldn't work inside when the Bink file was paused.
Changes from version 0.9f to 0.9g (08-05-1999)
Added a new P5-scheduled version of the 24-bit RGB blitter.
Fixed bug when canceling a Bink compression, but keeping the existing frames.
Fixed a bug when skipping into a Bink file inside a list file.
Changes from version 0.9e to 0.9f (08-03-1999)
Fixed a goofy bug in the Bink player that causes video EXE files not to use the embedded options.
Changes from version 0.9d to 0.9e (07-30-1999)
Added Compile to EXE support for both Bink and Smacker files.
Adjusted the Bink data rate algorithms to minimize periodic data spikes and data drop outs. It's usually worthwhile to recompress your videos.
Added peak data rate control in the Bink compressor - this allows you to keep the peak rates under control when applying bandwidth reallocation.
You can now highlight and play multiple files at once (both in quick mode and advanced).
Added a View button to the Bink and Smacker mixers.
The players now also adjust the sound playback rate when playing back at a forced frame rate. This keeps the audio in sync on forced frame rates.
Added new optimized MMX 24-bit and 32-bit blitters - up to 50% faster blitting in these modes.
Added a periodic reminder to check for a new Bink version.
Changes from version 0.9c to 0.9d (07-12-1999)
Add detection for the AMD Athlon processor (which is pretty awesome, by the way).
Fixed a stupid bug when playing Bink or Smacker files from the front-end that had spaces in the filename.
Fixed a bug when pressing Escape while the video was paused.
Changes from version 0.9b to 0.9c (07-01-1999)
Made the front-end always call the Bink and Smacker players directly.
Fixed the Bink player credits window with playing in 320x200 or 320x240 mode.
Fixed a crash in the player when trying to play a non-Smacker file.
Changes from version 0.9a to 0.9b (06-29-1999)
Fixed a DirectDraw related bug where the video frames would never be displayed if full screen mode was requested.
Split out video decompression time and audio decompression time in the runtime and summary info.
Changes from version 0.8i to 0.9a (06-25-1999)
Added separate "Advanced play" windows for Bink and Smacker.
Added a button to check for the latest version of the RAD Video Tools.
Added the Video Analysis window to the Bink Tools.
Fixed looping so that the movie would remain in sync.
Added the BinkSetSoundOnOff command to the SDK.
Added the Smacker Player and Smacker Mixer to the front-end (just the compressor to go).
Wrote and implemented the new Bink help system.
Much faster (up to twice as fast) 16-bit RGB blitting on MMX machines.
Fixed a bug where the background I/O task would consume too much CPU time when the movie was done streaming (or close to done streaming).
Added the BinkBufferSetDDPrimary function call to the SDK to allow BinkBuffers to be used with full-screen DirectDraw applications.
Fixed an end-of-movie sound glitch when using DirectSound.
Changes from version 0.8h to 0.8i (05-12-1999)
Added the Bink converter which replaces the Graphics and Sound Processor in Smacker.
The Bink converter can now convert video *and* audio at the same time - allowing direct conversions from Bink or QuickTime into AVIs.
Fixed a threading crash if rapidly opening and closing Bink files.
Fixed the importing of 16-bit BMP files.
Added importing and exporting of PNG files.
Fixed monotonous multiple prompting for series of files when creating a list when a run of files are selected.
Changes from version 0.8g to 0.8h (04-21-1999)
Added a frame rate adjustment feature. Unlike the existing frame rate changer, this feature will add or remove frames to maintain your specified frame rate. So, if you have a 15 fps animation and you adjust it to 30 fps, then every frame will be copied twice.
Added decoding of Bink audio tracks to the utilities (you can now Bink or Smack a Bink file). This allows you to archive your videos in much, much less space than uncompressed AVIs (just use a really high data rate for archival purposes, say 2000000).
Changes from version 0.8f to 0.8g (04-16-1999)
Fixed an overwrite bug when compressing small resolution videos.
Changes from version 0.8e to 0.8f (04-12-1999)
Added the Bink SDK manual and cleaned up a few problems in the SDK.
Fixed a bug when playing under NT close to the max data rate of the device.
Changes from version 0.8d to 0.8e (04-02-1999)
Fixed a nasty overflow in the data rate parameters which could cause the data rate to grow linearly during a compression. If the data rate of your movies seems too high, then you probably ran into this bug.
Smoothed playback somewhat for movies that are playing very close to the maximum data rate of the playback device.
Changes from version 0.8c to 0.8d (03-31-1999)
Added much better background IO routines - can approach 100% background IO even on Windows 95/98.
Made audio decompression much faster.
Added better frame skipping techniques.
Improved Bink compression speed somewhat.
Added a new redistributable Bink player (with no RAD credits) for licensing.
Changes from version 0.8b to 0.8c (03-24-1999)
Added a list file editor.
Fixed a bug when Binking a wave file.
Can detect pretty much any type of CPU now (used the Scitech code).
Changes from version 0.8a to 0.8b (03-23-1999)
Rebuilt the Bink installation program to include the mixer.
Changes from version 0.0 to 0.8a (03-22-1999)
The first version of Bink for general testing is released (Bink Release Candidate 1)!
File format changed from earlier betas, this came with an almost 2x quality improvement however - especially on low-bandwidth materials.
Codec technology is completely finished - tools still need minor polishing, including the integration of Smacker.
This version of Bink requires DirectX to be installed.
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 04:56 PM |
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Just tried to convert avi to bik. See if this bik works for you - test.
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VIP
Known Hero
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posted December 09, 2023 06:21 PM |
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Wow great! Thank you very much for information. Which file antivirus problem? I will testing your video
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I replace birth.bik in VIDEO.VID, but don't work :/ (nothing with hd-mod and without hd-mod)
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 06:27 PM |
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Perhaps, you need even earlier version of RAD Tools, or have to play with conversion settings (resolution, bitrate, etc.) for them to produce biks that can be played by the game.
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VIP
Known Hero
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posted December 09, 2023 06:34 PM |
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Edited by VIP at 18:36, 09 Dec 2023.
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I founded dll for old *.bik versions for RAD, but no idea - I generated don't work. I sended question too for moders @RK, @GrayFace long ago, but It's no easy. @GrayFace make only "reader" open bik and save frame to images
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 06:42 PM |
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Have you tried "Analyze file" option for Heroes 3's original biks? Maybe if you convert video with just those settings you'll succeed. Also compare headers of biks produced with 1.1b and original biks. 2001 seems old enough for the game to support biks from that era. And I doubt file format was drastically changed, so to play with encoding options is worth trying.
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 06:54 PM |
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Edited by AlexSpl at 18:55, 09 Dec 2023.
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It's fun that BINKW32.dll from the game folder dated 01-21-1999, while the first update for RAD Tools (from 0.0 to 0.8a) occured 03-22-1999. So, maybe you need 0.x version even.
Also see this -
Quote: The first version of Bink for general testing is released (Bink Release Candidate 1)!
File format changed from earlier betas, this came with an almost 2x quality improvement however - especially on low-bandwidth materials.
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baronus
Legendary Hero
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posted December 09, 2023 06:59 PM |
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No we have 1,0s from August 2000 and did not work ... its 1,1 we need probably 0,9!!! Its not known.
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 07:05 PM |
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And can 1.0 analyze original game's biks? What does it say? Unknown format or something else?
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AlexSpl
Responsible
Supreme Hero
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posted December 09, 2023 07:14 PM |
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Edited by AlexSpl at 19:16, 09 Dec 2023.
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Indeed we need a beta version of RAD Tools -
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VIP
Known Hero
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posted December 09, 2023 07:27 PM |
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Edited by VIP at 19:29, 09 Dec 2023.
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It's very difficult problem. I saw HotA change logical to .bik -> .def, so we have video .def
Maybe moders know how change bik to def in original game (dll or others resolve)
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