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TWEAKS for R2/Extreme

Seems people are very interested in messing around with R2 for parties and stuff. Hopefully this document will provide some help with things you can do. Most commands here involve using the the console and binding. Its easy to overwrite a key that was use for something useful, so its an idea to keep a copy of your R2e.cfg file before you start messing about.

If you come up with something nice, mail me or post on the messageboard...

Keypresses

These aren't actually documented here, since they can be changed, but... by default:
F1 - Take Screenshot (puts them numbered in WinAmp\plugins\R2e directory)
F3 - Keep Current Scene
F4 - Change to new Scene
F5 - Use Blurry 3D Fader to fade to random scene (try hitting it repeatedly ;)
F6 - Stop current fade quickly
Enter - Enable/Disable Strobe
Space - Start/Stop film-taking mode. This takes a screenshot every frame, and WILL eat memory and make the plugin run slow when its on :) If you want to make a video, make sure the window is small (320x200ish), and just hold down the space bar.

Adding WinAMP control keys

Virtually every key on the keyboard can be assigned to do something in R2e by use of the console's bind command. To make the WinAMP keys Z,X,C,V and B control WinAMP, you can do the following:

Move the mouse, select preferences (the 6 squares), then in the main menu select Console.
in the console type the following commands:
BIND([VK_Z],[WAFUNC([PREV])])
BIND([VK_X],[WAFUNC([PLAY])])
BIND([VK_C],[WAFUNC([PAUSE])])
BIND([VK_V],[WAFUNC([STOP])])
BIND([VK_B],[WAFUNC([NEXT])])


It is also possible to bind keys to other WinAMP functions. Type WAFUNC to get a simple list of commands, and WAFUNC([HELP]) for a comprehensive list of stuff you can do with WinAMP.

Announcements

R2 also provides a way of putting text on the screen, for announcements at parties, etc. This command is accessed via the console, and an announcement can be shown when a key is pressed. If you have the PRO version of R2e then you can display announcements that aren't predefined.
the console command is:

ANNOUNCE(number,time,[text])
number - at the moment this is either 0 or 1, for two different syles of announcement
time - The time in seconds you want the announcement to appear for
[text] - The text to be displayed. To get a new line, use the '¬' character

EXAMPLE: ANNOUNCE(0,10,[Hello!¬This is a test of the R2e announcement system])
EXAMPLE: BIND([VK_SPACE],[ANNOUNCE(0,10,[Hello!¬This is a test])])
On the second example, when you hit 'space' the announcement will be displayed, so no-one sees you type it.

Branding

When a scene that obviously uses textures is being displayed, hitting the left and right arrow keys will change the texture on it. You'll find if you hit the left button a lot of times you get to a point where the texture goes white. These textures are user-defined textures, and you can load them in yourself.

The console command TEXLOADTGA will load in a 24-bit or 32-bit uncompressed TGA format texture. I know these can be produced easily from Jasc Paint Shop Pro 7 or Adobe PhotoShop 6. An example of its use is:
texloadtga(0,[brandingimage.tga])

This loads a texture from the WinAmp\Plugins\R2e\custom directory into custom texture number 0 (there are 8 custom textures). Now going into a scene and hitting the left button repeatedly will eventually take you to your custom texture.

If you plan to use this texture, you can use the bind command to bind LOADTEXTGA to R2_START, so every time the program starts the texture is loaded. an example of this is: BIND([R2_START],[texloadtga(0,[brandingimage.tga])])

IMPORTANT new versions (1.35 or more) of R2e save the custom textures on exit, but since they same as bitmaps, no alpha channel can be saved. If you want the alpha channel, use the method above, if not, R2 will remember the texture for you

To make this even more use, you can bind a key that will setup a scene to use a custom texture, and then flip to it. You could try something like:
BIND([VK_N],[scenetex(6,0,0);scenechange(6,pickfader())])
BIND([VK_M],[scenetex(6,0,1);scenechange(6,pickfader())])

This sets the M and N keys to switch between two versions of the cube scene, one with the first custom texture, and one with the second. In SCENETEX, the first parameter is the scene number, the second is the number of the texture in that scene (usually scenes only have one texture, so this is 0), and the third number is the number of the texture. 0 to 7 are custom textures, and 8 onwards are R2's own textures.

NEW!!! Ok... I'm sure it was annoying people knowing that I could blatantly load BMP files, but wasn't bothered to write a command for it, so welcome in TEXLOADBMP. Works just like TEXLOADTGA, and will only load 24-bit uncompressed BMP files.


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