@LeeC2202 I'm sorry to hear that didn't work. Maybe you can re-encode the video using Lagarith binaries?
nightingale
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Posts made by nightingale
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RE: [SCRIPT][RELEASED] Extended Video Export
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RE: Crash when trying to set breakpoints in a debugger attached to the game
@CamxxCore Thank you! I was trying combinations of options in scyllahide to be able to debug, but the game crashed anyway. I did as you said and it's working now.
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RE: [SCRIPT][RELEASED] Extended Video Export
@FixingG00D As I replied to your comment on the mod page, Rockstar Editor uses Windows Media Foundation API to encode videos. All I do is to hook media foundation functions and capture the input frame sent to the encoder and encode it myself. The input frame is already decimated from RGB24 to YUV 4:2:0, but other than that there is no data loss in the process.
Yeah each frame takes a bit longer to encode, and when all the frames are rendered in the editor, it takes a couple of seconds to finalize the video. Overall it takes longer, but it's still pretty fast for a lossless encoder.
It is also possible to encode the original RGB24 frames, but that takes much more effort and I don't think it's worth it. The YUV 4:2:0 frames look good enough (in my eyes) for now.
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RE: [SCRIPT][RELEASED] Extended Video Export
@LeeC2202 Can you check whether Vegas supports "huffyuv" input files? Lagarith is forked from huffyuv so it should be able to decode huffyuv files too.
You can find a couple of huffyuv video samples here:
http://web.eee.sztaki.hu/~kla/mpv2/ -
RE: [SCRIPT][RELEASED] Extended Video Export
@LeeC2202 I'd suggest to install latest ffdshow-tryouts from here:
http://ffdshow-tryout.sourceforge.net/download.php
Anyways, I plan to support more exporting formats in the future. I will surely try adding Lagarith encoding support. -
RE: [SCRIPT][RELEASED] Extended Video Export
@LeeC2202 Thank you for your support.
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I chose FFV1 for its good compression ratio and for its compatibility with main video players and editing software. I already know that Adobe AfterEffects support this format, and since Sony Vegas can use ffdshow decoders, it should be able to support it too. I would really appreciate if you test it and inform me if it worked.
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This is a planned feature, and will be available soon.
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Crash when trying to set breakpoints in a debugger attached to the game
Hi,
I need to hook some game functions for my mod. I'm trying to attach x64dbg to the game and set breakpoints to understand more about how the game works. I managed to bypass the anti-debugger and attach to the game, but whenever game reaches a breakpoint it crashes. Anybody have experience debugging the game?
I'm using game version 1.0.350.1. -
RE: [SCRIPT][RELEASED] Extended Video Export
@yzhlzz Sorry, I totally forgot to include installation instructions. The main post is updated now.
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[SCRIPT][RELEASED] Extended Video Export
I have uploaded first alpha version of my script:
https://www.gta5-mods.com/scripts/extended-video-export
This script have been tested only on game version 1.0.350.1, but should work with other versions of the game.
Please feel free to send requests/bug reports in this thread.Extended Video Export is an enhancement mod aimed at directors who want better export options from Rockstar editor.
How to install:
Just extract the ASI script and the DLL files into the game directory.Current Features:
- Lossless export: whenever you export a video via Rockstar Editor, this script exports a lossless version of the same video to the current user's video folder. The video's pixel format is YUV 4:2:0 with FFV1 encoding.
Changes in v0.0.2alpha:
- Fixed crash in some resolutions/configurations.
Changes in v0.0.1alpha:
- Lossless video export