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jschrader

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Posts: 237

Location: Bavaria, Germany

Occupation: Photographer, Producer

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21

Thursday, January 6th 2011, 12:18pm

Argh - stupid me. Of course I should have looked into the vtour.config
Thank you Hans, for pointing me into the right direction and the others for testing.

Got it working now. The general size of the thumbs is determined in the vtour.config and the displayed size is determined in the vtour.xml
If you don't want them square just enter the desired size. Be aware that there a three different states: When the tour starts, when they are collapsed and when they are "spread". For each state you can define a specific size. Just make sure that the setting in the config matches the maximum size you want to use in the xml.

Best
Jürgen

HansNyb

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  • "HansNyb" started this thread

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22

Thursday, January 6th 2011, 1:13pm

Argh - stupid me. Of course I should have looked into the vtour.config
Thank you Hans, for pointing me into the right direction and the others for testing.

Got it working now. The general size of the thumbs is determined in the vtour.config and the displayed size is determined in the vtour.xml
If you don't want them square just enter the desired size. Be aware that there a three different states: When the tour starts, when they are collapsed and when they are "spread". For each state you can define a specific size. Just make sure that the setting in the config matches the maximum size you want to use in the xml.

Best
Jürgen


Have you got the config to produce non square sizes.?
None of mine does so they have to be edited in photoshop or made for example with Pano2VR.

I hope Klaus will update this BUG.

Hans

jschrader

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Posts: 237

Location: Bavaria, Germany

Occupation: Photographer, Producer

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23

Thursday, January 6th 2011, 1:21pm

Hans, I don't think there is a bug.
As I wrote the final appearance of the thumbs is determined in the vtour.xml

Quoted


<!-- thumbnail actions begin (remove the 'buildthumbs()' call in the onstart event to remove the thumbs) -->
<action name="buildthumbs">
if(%1 != NEXT, set(i,0));
if(i LT scene.count,
copy(thumb, scene[get(i)].thumburl);
txtadd(thumbname,'thumb_',get(i));
addplugin(get(thumbname));
set(plugin[get(thumbname)].url, get(thumb));
set(plugin[get(thumbname)].keep, true);
set(plugin[get(thumbname)].align, leftbottom);
set(plugin[get(thumbname)].width, 310);
set(plugin[get(thumbname)].height, 234);
set(plugin[get(thumbname)].x, 10);
set(plugin[get(thumbname)].y, 10);
mul(plugin[get(thumbname)].x, i,3);
mul(plugin[get(thumbname)].y, i,3);
add(plugin[get(thumbname)].x, 5);
add(plugin[get(thumbname)].y, 5);
copy(plugin[get(thumbname)].xsmall, plugin[get(thumbname)].x);
copy(plugin[get(thumbname)].ysmall, plugin[get(thumbname)].y);
add(plugin[get(thumbname)].zorder, 100, i);
set(plugin[get(thumbname)].effect,glow(0xFFFFFF,1.0,2,10000));
set(plugin[get(thumbname)].jsborder,'1px solid #FFFFFF');
copy(plugin[get(thumbname)].thumbpos, i);
set(plugin[get(thumbname)].linkedscene, get(scene[get(i)].name) );
set(plugin[get(thumbname)].onclick, openthumbs() );
inc(i);
buildthumbs(NEXT);
);
</action>

<action name="openthumb">
if(%2 != NEXT,
set(pos,0);
copy(curpos, plugin[%1].thumbpos);
set(xdst, 0);
set(ydst, 0);
);

if(pos LT curpos,
inc(pos);
inc(ydst,250);
sub(ymax, stageheight, 100);
if(ydst GT ymax, inc(xdst,326);set(ydst,0); );
openthumb(%1,NEXT);
,
add(xdst,10);
add(ydst,10);
tween(plugin[%1].x, get(xdst) );
tween(plugin[%1].y, get(ydst) );
tween(plugin[%1].width, 310);
tween(plugin[%1].height, 234);
);
</action>

<action name="closethumb">
tween(plugin[%1].x, get(plugin[%1].xsmall));
tween(plugin[%1].y, get(plugin[%1].ysmall));
tween(plugin[%1].width, 64);
tween(plugin[%1].height, 64);
</action>

<action name="openthumbs">
if(%1 != NEXT,
set(i,0);
set(events.onclick, set(events.onclick,null); delayedcall(0.1, closethumbs() ); );
);

if(i LT scene.count,
txtadd(thumbname,'thumb_',get(i));
openthumb(get(thumbname));
set(plugin[get(thumbname)].onclick, set(events.onclick,null); closethumbs(); loadscene(get(linkedscene),null,MERGE,BLEND(1)); );
inc(i);
openthumbs(NEXT);
);
</action>

<action name="closethumbs">
if(%1 != NEXT, set(i,0));
if(i LT scene.count,
txtadd(thumbname,'thumb_',get(i));
closethumb(get(thumbname));
set(plugin[get(thumbname)].onclick, openthumbs() );
inc(i);
closethumbs(NEXT);
);
</action>
<!-- thumbnail actions end -->

HansNyb

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Posts: 936

Location: Denmark

Occupation: Photographer

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24

Thursday, January 6th 2011, 1:52pm

Yes of course if you have a real thumb in the correct size. You can always change proportions of a 200x200 pixels jpg but it will look a little weird if you change it to 100x200.

Check the actual size in the tile folder and you will see that it is always square.

Hans

jschrader

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Posts: 237

Location: Bavaria, Germany

Occupation: Photographer, Producer

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25

Thursday, January 6th 2011, 2:02pm

Correct, now I see what you mean.
They don't get cropped but squeezed.
I hadn't realised that before, sorry.

jschrader

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Posts: 237

Location: Bavaria, Germany

Occupation: Photographer, Producer

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26

Thursday, January 6th 2011, 2:28pm

Bingo!
Maybe that's not the most elegant workaround but it seems to do what it should do.
With the second number (here "50") you define where the crop frame is placed on the vertical axis.

Quoted

<action name="buildthumbs">
if(%1 != NEXT, set(i,0));
if(i LT scene.count,
copy(thumb, scene[get(i)].thumburl);
txtadd(thumbname,'thumb_',get(i));
addplugin(get(thumbname));
set(plugin[get(thumbname)].onhover, showtext(get(scenename)) );
set(plugin[get(thumbname)].url, get(thumb));
set(plugin[get(thumbname)].keep, true);
set(plugin[get(thumbname)].align, leftbottom);
set(plugin[get(thumbname)].width, 310);
set(plugin[get(thumbname)].height, 234);

set(plugin[get(thumbname)].crop, 0|50|310|234);

set(plugin[get(thumbname)].x, 10);
set(plugin[get(thumbname)].y, 10);
mul(plugin[get(thumbname)].x, i,3);
mul(plugin[get(thumbname)].y, i,3);
add(plugin[get(thumbname)].x, 5);
add(plugin[get(thumbname)].y, 5);
copy(plugin[get(thumbname)].xsmall, plugin[get(thumbname)].x);
copy(plugin[get(thumbname)].ysmall, plugin[get(thumbname)].y);
add(plugin[get(thumbname)].zorder, 100, i);
set(plugin[get(thumbname)].effect,glow(0xFFFFFF,1.0,2,10000));
set(plugin[get(thumbname)].jsborder,'1px solid #FFFFFF');
copy(plugin[get(thumbname)].thumbpos, i);
set(plugin[get(thumbname)].linkedscene, get(scene[get(i)].name) );
set(plugin[get(thumbname)].onclick, openthumbs() );
inc(i);
buildthumbs(NEXT);
);
</action>

<action name="openthumb">
if(%2 != NEXT,
set(pos,0);
copy(curpos, plugin[%1].thumbpos);
set(xdst, 0);
set(ydst, 0);
);

if(pos LT curpos,
inc(pos);
inc(ydst,250);
sub(ymax, stageheight, 100);
if(ydst GT ymax, inc(xdst,326);set(ydst,0); );
openthumb(%1,NEXT);
,
add(xdst,10);
add(ydst,10);
tween(plugin[%1].x, get(xdst) );
tween(plugin[%1].y, get(ydst) );
tween(plugin[%1].width, 310);
tween(plugin[%1].height, 234);
);
</action>

<action name="closethumb">
tween(plugin[%1].x, get(plugin[%1].xsmall));
tween(plugin[%1].y, get(plugin[%1].ysmall));
tween(plugin[%1].width, 64);
tween(plugin[%1].height, 64);
</action>

<action name="openthumbs">
if(%1 != NEXT,
set(i,0);
set(events.onclick, set(events.onclick,null); delayedcall(0.1, closethumbs() ); );
);

if(i LT scene.count,
txtadd(thumbname,'thumb_',get(i));
openthumb(get(thumbname));
set(plugin[get(thumbname)].onclick, set(events.onclick,null); closethumbs(); loadscene(get(linkedscene),null,MERGE,BLEND(1)); );
inc(i);
openthumbs(NEXT);
);
</action>

<action name="closethumbs">
if(%1 != NEXT, set(i,0));
if(i LT scene.count,
txtadd(thumbname,'thumb_',get(i));
closethumb(get(thumbname));
set(plugin[get(thumbname)].onclick, openthumbs() );
inc(i);
closethumbs(NEXT);
);
</action>
<!-- thumbnail actions end -->

VN2009

Professional

Posts: 1,336

Location: Duluth MN

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27

Thursday, January 6th 2011, 3:22pm

jurgen good thinking! that may work but technically it should not be nessecary. based on klaus explaination width/height we should be able to manually make them i think it is a bug if not it is something he could make happen pretty easily i think. still i applaud your creative thinking. i have yet to try it but i will today.