Dec 122017
 
Dave's Targa Animation Program (version 1.8g) - Turn PCX's, GIF's, and TIF's info Autodesk Animator's FLI's w/ a billion options.
File DTA18G-2.ZIP from The Programmer’s Corner in
Category Printer + Display Graphics
Dave’s Targa Animation Program (version 1.8g) – Turn PCX’s, GIF’s, and TIF’s info Autodesk Animator’s FLI’s w/ a billion options.
File Name File Size Zip Size Zip Type
DTA.DOC 14334 4916 deflated
DTA.EXE 104944 45770 deflated
DTAX.EXE 115200 49033 deflated
WHATSNEW.DTA 19721 7224 deflated

Download File DTA18G-2.ZIP Here

Contents of the DTA.DOC file


DTA (Dave's .TGA Animation Program)
Rel 1.8g (02/26/92)
Copyright (c) 1991, 1992, 1993 by David K. Mason

DTA is a command-line utility for creating Autodesk Animator .FLI
animation files from:

o .TGA files as created by the POV-Ray and POLYRAY ray-tracers.
o .IMG files as created by the Vivid ray-tracer.
o .PCX files.
o .GIF files.

DTA can also perform a wide range of post-processing functions
on image files including:

o Creating a single optimal 256-color palette from a series of
truecolor pictures, and then creating an Autodesk Animator .FLI
file out of them.
o Saving the palette as a .COL file, readable by either Autodesk
Animator or the TGAFLI animation utility.
o Saving the palette as a .MAP file, readable by the PICLAB and
IMPROCES image processors, and the FRACTINT fractal generator.
o Reading in a palette file in either .COL or .MAP format
and animating a bunch of pictures using that palette.
o Animating a bunch of pictures using grayscale.
o Convert pictures to .GIF files.
o Averaging images together for a variety of effects, including
simulated motion blur.
o And more.
----------------------------------------------------------------------
**** IF YOU ARE HAVING MEMORY PROBLEMS WITH DTA, READ THIS ****

Real mode vs. Protected mode:

DTA comes in two varieties: DTA.EXE, a real mode executable that
allows access to only conventional memory (the first 640K or so),
and DTAX.EXE, a protected mode executable that lets you access up
to 16MB of extended memory (either raw or configured as XMS with
HIMEM.SYS or QEMM386.SYS or whatever).
The protected mode version requires at least 1 or 2 MB of RAM
to run at all. The real mode version should run on pretty much
any system with a '286 or newer Intel chip.
The real mode version is faster than the protected mode
version.
The protected mode version requires a few files that aren't
included in DTA18G.ZIP: DPMI16BI.OVL, RTM.EXE, and DPMIINST.EXE.
These make up the protected mode drivers for Borland Pascal 7.0
(the compiler used to build DTA). I separated these into another
archive called DTAMEM.ZIP, because unlike DTA itself they aren't
being updated regularly. You should be able to find DTAMEM
in the same place you found DTA.

----------------------------------------------------------------------
Syntax:

DTA (filenames) (switches)

----------------------------------------------------------------------
Input Formats:

.TGA Targa 16-,24-,32-bit compressed/uncompressed,
or 8-bit grayscale uncompressed.
.GIF GIF (87a or 89a, but NO interlacing).
.PCX PC Paintbrush 256-color or 24-bit PCX images.
.IMG Vivid raytracer 24-bit RLE output.

.LZH LHArc compressed archive containing files in the above
picture formats.
.ZIP PKZIP compressed archive containing files in the above
picture formats.
.ARJ ARJ compressed archive containing files in the above
picture formats.

@afile Process all files listed in a text file "afile".

----------------------------------------------------------------------
Switches:

(Output options)

/O[name] Specify an output filename.

/FF Create a .FLI animation file. [default]
/FM Create a PICLAB .MAP palette file.
/FC Create an Autodesk Animator .COL palette file.
/FG Create .GIF file[s].
/FT Create new .TGA file[s].
/FA Create grayscale TIFF files

(Targa Output options)

/NC Do NOT compress .TGA file
/B## Number of bits per pixel in TGA ( 8/16/*24*/32 )

(.FLI output options)

/P Play in ping-pong, or pendulum, oscillation order.
/Snnn Specify display speed of animation playback (default=0).
/R[#] Specify resolution:
1 = 320x200 [default]
2 = 320x240
3 = 320x400
4 = 320x480
5 = 360x480
6 = 640x480
7 = N/A
8 = 800X600
9 = N/A
10 = 1024x768
11 = N/A
12 = 1280x1024
/RA Base resolution on the size of the first input
file.
/SC Rescale pictures to screen resolution.
/SW[#] Rescale picture's width to screen width (or, if
you enter a number, to the width that you specify)
You can also use this option for other output file
types, but if you do the # is required.
/SD[#] Rescale picture's depth to screen depth (or, if
you enter a number, to the depth that you specify)
You can also use this option for other output file
types, but if you do the # is required.

(Palette options)
/G Use 64-level greyscale instead of a palette.
/G32 Use 32-level greyscale insted of a palette.
/332 Use 3/3/2 palette.
/Upalname Use existing .MAP or .COL file for palette.
/M# Set maximum internal colors.
/MN Do NOT remap colormapped input.
/PO Force single optimal palette generation even when
creating GIF files.
/C# Scan only one frame per # for palette.

(Dithering options)
/DF Dither with Floyd-Steinberg filter.
/DS Dither with Sierra-Lite filter.
/DO[1-6] Ordered dither (digit represents dither strength).
/DR# Random noise dither (digit represents dither strength).

(Other options)
/K# Use only one frame per # picture files. Skip the rest.
/3D Create red/blue 3D picture.
/A[#|A] Average TGAs per output frame (A=All).
/T[#|A] Trail TGAs per output frame (A=All).
/X[num] eXpand . Create and insert averaged.
frames between each pair of regular frames.
/H(R|G|B|A)# Modify brightness by #% for red, green, blue, or all.

----------------------------------------------------------------------
Revision History:

(see WHATSNEW.DTA)

----------------------------------------------------------------------
Averaging/Trailing/Expansion modes (/A /T /X switches) examples:

Averaging 5 input pictures with "/A2" option:

Average: To produce:

file 1 frame 1
file 2

file 3 frame 2
file 4

file 5 frame 3
file 1

Trailing 4 input pictures with "/T2" option:

Average: To produce:

file 1 frame 1
file 2

file 2 frame 2
file 3

file 3 frame 3
file 4

file 4 frame 4
file 1

Trailing 5 input pictures with "/T3" option:

Average: To produce:

file 1 frame 1
file 2
file 3

file 2 frame 2
file 3
file 4

file 3 frame 3
file 4
file 1

file 4 frame 4
file 5
file 1

file 5 frame 5
file 1
file 2

Expanding 2 input pictures with "/X1" option:

frame 1 = (100% of FILE 1 ) + ( 0% of FILE 2 )
frame 2 = ( 50% of FILE 1 ) + ( 50% of FILE 2 )
frame 3 = ( 0% of FILE 1 ) + (100% of FILE 2 )

Expanding 2 input pictures with /X2" option:

frame 1 = (100% of FILE 1 ) + ( 0% of FILE 2 )
frame 2 = ( 66% of FILE 1 ) + ( 33% of FILE 2 )
frame 3 = ( 33% of FILE 1 ) + ( 66% of FILE 2 )
frame 4 = ( 0% of FILE 1 ) + (100% of FILE 2 )

----------------------------------------------------------------------
Miscellaneous examples:

DTA ROCKET*.TGA /FC /OROCKET

Make a palette for all .TGA files starting with "ROCKET".
Output the palette to an Animator palette file called "ROCKET.COL".

DTA PIC1 PIC2 PIC3 /FM /OXYZ

Make a palette for .TGA files "PIC1.TGA", "PIC2.TGA", and "PIC3.TGA"
Output the palette to a PICLAB palette file called "XYZ.MAP".

DTA ROCKET* /OROCKET /DF

Make input from all .TGA files beginning with "ROCKET".
Output to an animation file called "ROCKET.FLI".
Dither the frames.

DTA ROCKET* /G /DO2 /P

Make input from all .TGA files beginning with "ROCKET".
Map colors to grayscale.
Dither, using ordered dither strength 2.
Ping-pong it.
Output to an animation with the default name of "ANIM.FLI"

DTA ROCKET

Make input from ROCKET.TGA.
Output to an animation with the default name of "ANIM.FLI".

DTA @WING2.LST /S10 /OWING2.FLI

Make input from files listed in a text file called "WING2.LST".
Set playback speed to "10".
Output to an animation with the name of "WING2.FLI".

DTA BBB*.TGA AAA*.TGA /UPAL1.COL /UPAL2.MAP /OFRED

Make input from all .TGA files whose name begins with "BBB", and "AAA".
NOTE:
The "BBB" files will appear in the animation before the "AAA" files.
The "BBB" files will be sorted alphabetically, and so will the
"AAA" files, but separately.
Read in an Animator palette file called "PAL1.COL", and merge it with
a Piclab palette file called "PAL2.MAP".
Use this combined palette for the animation.
Output to an animation with the name of "FRED.FLI".

DTA *.TGA /FG

Make .GIFs from all .TGAs in the current directory.

DTA SOMBRERO /FG /DR2 /G

Make a dithered grayscale .GIF from a file called SOMBRERO.TGA.

DTA LEFT*.TGA RGHT*.TGA /3D

Make a red/blue 3D .FLI file .
Use the .TGA files beginning with "LEFT" as the red component
And the ones beginning with "RGHT" as the blue component.
NOTE: For this to work right, there must be an equal number of
"LEFT" and "RGHT" .TGAs.
Output to an animation with the default filename of "ANIM.FLI"

DTA XXX* /FTYY /AA

Make input from .TGAs beginning with "XXX".
Average all files.
Output to a new Targa file called "YY.TGA".
NOTE: averaging will work with up to 10 files, but no more.

DTA XXX*.TGA /T3 /DO3 /OZZZ

Make input from all .TGA files beginning with "XXX"
Trail 3 frames.
Use ordered dithering, strength 3.
Output an animation called "ZZZ.FLI"

DTA XXX*.TGA /X3

Make input from all .TGA files beginning with "XXX"
Expand 3. Assuming 5 .TGA input files, this would create a 15 frame
animation.
Output an animation called "ANIM.FLI"

DTA *.GIF

Creates a file called ANIM.FLI from all .GIF files in the current
directory.

DTA *.TGA /K2 /C2

Assuming 60 .TGA files, create a flic containing only 30 frames.
Generate the palette from only 15 frames.

DTA *.GIF /SC

Create a flic from a bunch of GIF files, and rescale all the
images to the screen size (320x200).

DTA *.TGA /R6 /SD240

Create a 640x480 FLC file from a bunch of TGA files. Rescale each
picture so that the depth is 240, but leave the width alone.
This one is useful when you want to turn a bunch of 320x200
pictures into a 640x480 flic... because 320x200 screens use a
different aspect ratio than 640x480. 320x200 pictures look a
bit squat when you display them in 640x480 mode, but 320x240 looks
correct.

----------------------------------------------------------------------
Speed concerns:

DTA is fastest when you use grayscale instead of a palette.

If you let DTA generate its own palette, DTA is still
relatively speedy. It gets (lots) slower if you dither.

If you create an animation from .TGA files stored in an
archive file (.LZH, .ZIP, .ARJ), then DTA is REAL slow, because
it takes time to shell out to the de-archiving program.
ZIP files compress the least, but PKUNZIP is the fastest
dearchiver. ARJ files compress really well, but the dearchiver
is the slowest. LZH files compress well, but not as well as
ARJ, and LHA's speed is somewhere between ARJ and PKUNZIP.

If you average multiple files or rescale pictures, that is going
to slow things down.

----------------------------------------------------------------------
Credits:

To create palettes and select colors from palettes, this
program uses an algorithm that I found in an article called "A
Simple Method for Color Quantization: Octree Quantization," by
Michael Gervautz and Werner Purgathofer, which can be found in
a book called "Graphics Gems," edited by Andrew S. Glassner. I
recommend this book highly.

The .FLI file format was explained in a document called
FLIDOC.TXT from Jim Kent's FLILIB. I wasn't able to use this C
library in DTA, since I do my coding in Pascal, but the
document contained all the info I needed. (Jim Kent is also
the guy who, with Tom Hudson, wrote TGAFLI, and who developed
Animator and Animator Pro.)

More thanks to Jim Kent for his info about 640x480 flics on
BIX.

Thanks to Dan Farmer, Alexander Enzmann, Jeff Bowermaster,
and others for their excellent suggestions.

Thanks to Dan Farmer for sprucing up this documentation
file.

Thanks to Tim Wegner for talking me into finally adding GIF89a
input.

Thanks to the Cafe Pamplona in Harvard Square for being such
a cool place to swill coffee and discuss ray-tracing and animation.

----------------------------------------------------------------------
Disclaimer:

If you use DTA, you do so at your own risk. I won't be held
responsible if it screws anything up.

----------------------------------------------------------------------
Support:

If you've got any requests/bug reports/suggestions, send a message
to:
"David Mason" on the "You Can Call Me Ray" BBS, (708) 358-5611,
and on "The Graphics Alternative", (510) 524-2780,
and on "Channel 1" BBS, (617) 354-8873.
"76546,1321" on Compuserve.

You'll probably get some kind of a response (maybe sooner, maybe
later)

----------------------------------------------------------------------
Money matters:

DTA is a shareware program. If you think this program is worth
it, send some money or some computer hardware or something to:

David K. Mason
P.O. Box 181015
Boston, MA 02118

I think $35 is an appropriate amount, but feel free to send more
or less.


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