Introduction

OpenTZT is an Open Source VJ tool for the Win32 platform. Utilizing DirectX, the tool is optimized to allow keyboard or mouse driven video mixing of up to 6 simultaneous clips. It also includes MIDI support. OpenTZT supports quite a few file types (avi, mov, mpg, mv1, swf, jpg, bmp) and can be extended by plugins. It supports openTZT specific and FreeFrame plugins. The project is hosted at Sourceforge.net.


Main Window (visible in the output window (top/left) is the output of the upper 3 players)

Contents

Important Basics

Note: this documentation is still under construction. If you don't find a particular information here, please request it in the SourceForge project forum.

In order to do any first tests or tryouts with openTZT you should read the section File Organization. Otherwise you may not be able to do anything useful with openTZT.
Consider also to switch you system color depth to 16bit (HiRes), otherwise some effects may not work.
To understand the following documentation it's good to know some basic "tzt language". The terms "material" and "clip" are mostly used interchangeably and describe either a movie clip (avi, mov, flash), a still image (bmp, jpg) or a special input function (DV-Grabbing, Through-Material, Generator Plugin). In any case it describes something you can put in a so called "player". In a player you can also apply one or two effects (short: efx) to manipulate the running clip.

History

In the late 90' a Japanese programming god with the handle Triplet wrote TranZendenT, a wickedly cool VJ(Video-Jockey) app and distributed it (with all Japanese documentation) as freeware. Being barely known by the VJ scene, MoRph, an australien VJ, wrote a tutorial on VJForums.com that got people excited. Esotic, an VJ/Programmer from North Carolina (USA), wrote some wicked effects for it and it started getting real attention.

Eventually Triplet wanted to write a new app (FireFly) and agreed to release the C++ source code for TranZendenT under the GPL. MoRpH got everyone cracking. WYSIWYG wrote a python translation tool and translated the comments in the source into English and a couple of programmers from around the world, lead by Esotic, started adding new features and fixing bugs. Soon a new release, with improved MIDI and other functionality was put out on SourceForge under it's new name openTZT.

Installation

If you haven't yet, download openTZT from SourceForge.
The installation of openTZT consists of unzipping the distribution file into its own subfolder. No install program is needed.

Additional Links

File Organization

Unlike other programs openTZT doesn't have any project or session files which reference the actual video files. It requires that all files that are intended for use be placed in a somewhat fixed folder structure. Files cannot be added at run-time.
Many users become confused about this, but it is actually quite simple. Please review the following sections to understand this basic structure.

The least required folder structure is already provided with the distribution. What you need to do is copy some clips in the <openTZT_Root_Dir>\Material\Bank0\F1\.
Any of the \F1\ to \F9\ directories in every \Bank*\ folder (ranges from \Bank0\ to \Bank9\) can hold up to 17 clips. Reading the content of the directories is done alphabetically, openTZT just ignores all clips beyond 17.

Read section OpenTZT Folder Structure for further details.

Starting openTZT

During the start openTZT first reads the tzt.ini file which is provided with the distribution. It contains the whole set of openTZT's options, set to it's default values. After that openTZT scans the \Material\, \Effector\ and \Record\ directories. As soon as the GUI shows up you can start going crazy. Try to hit some letter-keys or click on the thumbs shown in the material palette. Read the following text for a detailed description of openTZT features and control methods.

The Main Window

The main window is in fact the only window to work with in openTZT.

  1. Monitor
    Here you see the final output of openTZT.
  2. Status bar
    Well yes, in openTZT the status bar is at the top border.
    The current framerate is displayed in parentheses. In the wide [     ] block, the states of several functions are shown (explained later). The [S  ], [C  ], [A  ] blocks shows the state of the left and right shift, control and alt keys.
  3. Material Palette
    In the material palette you can see all your clips (usually, it's one frame from about the middle of the clip). The row of buttons above the materials indicate the current material page. F1 .. F9 also are the keys assigned to the material pages.
    Above that, not included in the yellow rectangle, is the bank number [Bank:0]. You can have up to ten banks (0..9). Read more about the material palette in section Video clips, Images, Live streams, Flash - OpenTZT's Materials
  4. Effect Palette
    Like materials, all effects openTZT includes and has loaded as plugins are shown in a palette. The effect palette doesn't have the page indicator (remember? the row of blue buttons above the material palette), but there are still nine pages of effects in each bank. The current page is shown above the palette: [F1], and right next to it our old friend the bank number [Bank:0], except that you can have only nine effect banks. Read more about effects in section Internal Effects.
  5. Numpad Effects
    The numpad effect palette can contain several effects that are triggered by the numpad keys. It's completely independent from the effects in the effect palette. Unlike the other two palettes, this palette has only one bank (this one bank is the one thats missing at the effect palette, see point 4). But you can still have multiple pages, the current page is shown right above the palette: [1].
  6. Switcher Palette
    You can switch from one layer that's "on air" to the other in several ways. Four of them are wipe effects and shown in the switcher palette to remember which one is which. Read more about layer switching and wiping in section Layer, Player, Clips, Effects - Dissecting the Engine.
  7. Text Window
    Type some text here and load a material plugin (from the material palette) that supports text display. Depending on that plugin you should, more or less, see your text on the monitor.
    Currently, openTZT has no builtin text functions at all.
  8. Preset Palette
    If you store a preset, you will see it's preview image in this palette. Like the other palettes you can have multiple banks and pages. Up to ten banks with nine pages each. Read more about presets in section Using Presets.
  9. Auto Preset Player
    This section contains the controls for the APP, the Auto Preset Player. As the name implies it plays presets automatically in a ordered sequence or randomly. Read more about the APP in section Automatic Preset Player (APP).
  10. Performance Section
    This the most important section of the openTZT main window. Here you control your live performance. You can see the two layers with three players each. This is the place where you load your clips and effects to.
    Since there's so much to see in this section, it's discussed in more detail in section Layer, Player, Clips, Effects - Dissecting the Engine.
  11. Preview Window
    OpenTZT allows you to show one layer "on air" while editing the other. To see the render output of this layer the preview window is updated at a low framerate to save system performance.

Controlling by Keyboard

This is the main method to control openTZT. It's also the only method that provides all (except for clip scratching and BPM dragging) functionality. So openTZT is basically a keyboard controlled program. It is recommended to use a full 101 keys keyboard since the num pad plays a major part in using the effects. Laptop users who have problems with the slightly different keyboard layout should try the keyboard_lang=ENG_LAPTOP option in the tzt.ini (read section "Configuration" for further details).

Hinweis für deutsprachige Anwender: Um openTZT mit einer QWERTZ Tastatur vernünftig bedienen zu können, sollte die Option keyboard_lang in der tzt.ini auf keyboard_lang=GER gesetzt werden.

Download a detailed keyboard map (keys.pdf).

  Single Key Left SHIFT Left CTRL Left ALT Right ALT Right CTRL Right SHIFT Arrow UP
Q W E R T Z
A S D F G H
Y X C V B N
load clips





load layer efx


load left efx

load right efx

A


start/stop APP



Q W E R T


start/stop APP &
set loopmode




U I O P [ ]
J           
set overlay mode
mode 1 .. 7
overlay mode
mode 8 .. 14




overlay mode
mode 8 .. 14

M , . / layer transition transition speed





` 1 2 3 4 5 6 7 8 9 0 - = alpha value
value 1 left efx

value 1 right efx
value 1 layer efx

value 2 left efx

value 2 right efx






value 2 layer efx
1 2 3 4 5 6 7 8 9
set reverse speed



set forward speed
0





toggle BPM sync
1


loop mode



2


ping-pong mode



# swap clips swap clips & efx


swap clips & efx
F1 – F9 material page preset page efx page

efx page preset page

change all banks

change all banks
F10 material bank preset bank efx bank




F12 toggle
output recording







Cursor
(left,down,right)
select player






ESC change play layer
temporary







BACKSPACE hide clip reverse
play direction
hide left efx

hide right efx reverse
play direction

TAB change edit layer






ENTER pause/play clip retrigger clip





SPACE change play layer
apply last used
layer transition





Numpad 0 – 9 apply temp efx save preset load preset toggle APP
selection




Numpad / prev. temp efx page






Numpad * next temp efx page






INS resync bpm






HOME teach bpm (press 5x)






This table shows the english keyboard settings only. For german mapping download the keys.pdf (see above).

The following sections will show the keyboard assignments like this: A B LShift+4
This means a feature uses a group of keys consisting of the "A" for one function, the "B" for another function and the left "Shift" and "4" pressed together for a third function. In case of Shift (no leading L or R), both Shift keys can be used for this shortcut. Some features also use three keys pressed together. (LCtrl+LShift+4 sets value 2 of the left effect)

Controlling by Mouse

Even though many funtions can used by mouse, there are some major functions that cannot controlled by mouse (e.g. activating multiple players). On the other hand, some functions can controlled solely by mouse like clip scratching or BPM dragging.

It's also possible that using the mouse slow's down the program a little (only after clicking) since the calculation where a mouse click has occured is more complex than recognizing the key that has been pressed.

Controlling by MIDI

to be written

Video clips, Images, Live streams, Flash - OpenTZT's Materials


The Material Palette.

Any type of file or generator plugin openTZT can load is called a material. The material palette consists of up to 9 banks of 9 pages each. Each of these pages can hold up to 17 materials. So openTZT can load up to 1.377 materials. The Q Key is automatically left empty on all pages to be able to clear a player regardless of which page is active. The following file types are available:

Generally for AVI, openTZT can load every file the Windows Media Player can play.

Generator Plugins

Generator plugins are DLL files that can provide virtually any type of video data. Place thes dll's beneath video clips or images in the \F*\ folders. They will be loaded as any other material.

Special Inputs

A Thru Material is a special type of material that causes the player to pass through the video stream as it is to it's effects (see below how exactly this works).
To place a thru material in a material page simply place an file with the extension .thu in a \F*\ folder. This file can be empty.

Live Video Capture can be enabled by creating a file with the extension .cap in one of the \F*\ folders. This file contains the configuration for the video capturing.
This is an example file:

		[setting]
		DeviceNum=0
		UseGdi=1
		dv_half_res=0
		PiP=1
		PiPX=0
		PiPY=0
		PiPWidth=640
		PiPHeight=480
	

Layer, Player, Clips, Effects - Dissecting the Engine

OpenTZT's render engine consists of two identical layers (also called "bus" in some cases). These two layers are mostly independent and can be edited without stopping the render engine.
There are several methods to switch between these layers:

The image below gives a rough idea of the openTZT render engine. In this image only one layer is shown.

render engine structure, data flow chart

Each of the first three columns of modules are called a "player" (see screenshot pieces below). The layer effect is not attached to the 3rd player, so even if the player is hidden, the layer effect is still active. The fourth column shows the possible output devices, by default neither the clone window nor the 2nd monitor is enabled.

  material / generator   For materials several controls are available, like playback speed, playing direction (forward, backward) BPM-synced playback, play mode (loop, ping pong), play / pause and clip hiding. Depending on the type of material that is loaded different controls are available (or at least useful).
  • video clips: speed, playback direction, syncronisation, play/pause, scratching
  • still images: none at all, the image is just displayed
  • flash: play/pause
  • generator plugin: speed, play/pause
  • live video capture: play/pause
effects to be written
composition See detailed description below.
video stream The light blue arrows indicate that not every type of effect uses a second input stream. A few of the internal effects take advantage of this feature (e.g. layout, multi wipe)
output There are two types of output in addition to the monitor window inside the main window.
A clone window which is detached from the main window and can be dragged across the desktop. Click left in the window to activate the window border.
If you click with the right mouse button in that window it goes to fullscreen on the monitor it resides on.
The dual display mode is designed to display the video output directly on a second monitor. Without dragging and zooming a clone window.
This mode is not properly working at the moment (Ver 1.5.6)

Player

Keys: Arrow keys: left, down, right

Players are selected by hitting one or more of the arrow keys. However, the arrow up key is dedicated to the layer effect, It is possible to perform actions on multiple Players at the same time. If mulitple arrows are hit at the same time, the corresponding Players will be simultaeneously selected as well. Actions associated with Players will then be performed on all selected Players.

Two of the three players per layer are shown here. The player with the red outline is currently active, this means if you hit a material key (QWERTY ..., see keyboard mapping) this player will receive the material. You can also activate two or tree players at once. (be careful with playing one clip in two or players at the same time, depending on your hard disk performance this could easily break down openTZT's framerate).

- In the upper left corner the current playing mode is shown (play, pause, ping-pong)
- Next to the play mode is the playback speed
- In the center the clip preview image is displayed
- below that lies the pisotion gauge
- and finally, below that the current composition is displayed

In this screenhot there are also two effects loaded for each player. Below the effects you can see the effect parameters. It depends on the effect if these parameters are used.
For a more detailed description on the effects openTZT offers, see Internal Effects.

Hide Players

If a material is loaded a selected player can be hidden by pressing the Backspace key. An extended hide mode can be applied regardless of which player(s) is selected by pressing ArrowUp+Backspace.
While the normal hide will just invert each players hide state. That means, if one of the selected players is already hidden, it will become visible while the others become hidden.
The extended mode on the other hand makes sure that every player is hidden, so an already hidden player remains hidden. If you return from extenden hidden (hitting the shortcut again), each player's previous hide state is restored and so the previously hidden player still remains hidden.

Clip Speed Setting

Clip speed and playback direction is directly coupled by the algebraic sign of the speed value. This values is in fact the factor the normal speed is multiplied with. If the value is 2.00 the clip speed is doubled, at 0.50 the clip at half speed, and so on. If the value is negativ (-1.00) the clip runs backwards with the given speed.
Holding down LShift and pressing one of the 1 2 3 4 5 6 7 8 9 keys will set the speed in reverse direction. Using RShift and 1 2 3 4 5 6 7 8 9 will set the forward speed. Press Shift+Backspace or Shift+= to reverse the playback direction. With Shift+Backspace

Clip Scratching

Video clips can be scratched by mouse when you click on this area in the player and move your mouse up and down to wind through the clip. You can use the whole area that's shown here, so you have plenty of room to aim with your mouse.
Be aware that scratching is a difficult thing to do for a codec, so some clips might not be wound properly, especially backwards.

Compositions

Keys: J U I O P [ ] and for the alpha value: ` 1 2 3 4 5 6 7 8 9 0 - = (see key mapping for details)

Compositions are used to blend two consecutive players together. Some of the composition modes can be controlled by the alpha value.
The following explainations uses the alias A for the upper frame (right of two players) and B for the lower frame (left player).
Even if the first player (leftmost) has only the black background to combine with, it's useful for fading in and out of the clip. (in alpha mode; works only if no other player is active or visible)

Plane

U
This is the default composition mode and is actually
no composition at all. In this mode only A is displayed.
Color Key

Shift+U (alpha value used)
to be written
Add

I (alpha value used)
to be written
Lighten

Shift+I (alpha value used)
to be written
Sub

O (alpha value used)
to be written
Darken

Shift+O (alpha value used)
to be written
Alpha

P (alpha value used)
Alpha bending. Fades from B to A depending
on the alpha value. (value at 6 in the sample)
(` full B ... = full A)
Screen

Shift+P
to be written
Multi

[
to be written
Mulight

Shift+[
to be written
Diff

] (alpha value used)
to be written
Luminos

Shift+]
to be written
Max

J
to be written
Min

Shift+J
to be written

Using Presets

Keys: Numeric keypad 0-9: LShift+<NumKey>, LCrtl+<NumKey>

Presets provide a very fast way to change the settings for a whole layer. Hit a preset and it will be loaded immediately to the current edit layer. If the edit layer is also the play layer, the change to another preset will produce a single clean hard cut, just like switching the play layer. However, depending on the clips to load, there could be a short freeze of the running performance, even if the play layer is not the edit layer. After loading a preset, it is not linked to the layer. You can change anything in that layer and modifie the settings. This is even necessary sometimes, since some effects cannot read the parameter values from the preset, so you may set them manually after loading the preset. Nothing of this will affect the preset. If you wasted the settings, just reload the preset and everything will be fine.

You can have up to ten banks (0..9) (Shift+F10). Each Bank contains nine pages (P1..P9) (Shift+F1 .. Shift+F9). Finally, each page can hold up to ten presets, which multiplies up to 900(!) presets for you to store and load ... yeah.
To store a preset, hit the left shift key along with one of the numpad number keys. You load a preset by pressing left control and a number key.
You can also use the mouse. Save a preset with the right button, load it with the left button. It's also possible to change the page and bank by mouse (click on [Bank:0] area and/or the page buttons).

Presets are saved to the hard disk immediately. So even openTZT may crash (we hope it never does), your presets are save.

However, there's one problem with 10 banks and 900 presets, you cannot choose a bank directly, you have to roll through them. This means if you want to go from bank 5 to bank 4 you have to hit F10 nine times (5->6->7->8->9->0->1->2->3->4). Or click 9 times with the mouse on [Bank:*] ... crud !
But you probably won't use 900 presets, so you can limit the amount of banks you want to use.
Set the parameter maxpresetbank in tzt.ini to the value you like. The range is 1 .. 10. Start low because even with just 2 banks you can have (2 * 9 * 10) = 180 presets.

As for many things, there's catch to the preset function. Presets doesn't save any media data, except for a small bitmap used as preview image. A preset just contains the bank/page/clip numbers for the clips in the players. So if you change your folder structure or file arrangement, some presets will not work anymore or at least load different clips. This applies to effects too. So be careful moving clips around if you use presets. If you change something in the \Material\ or \Effector\ folders, better note the settings of the affected presets to be able to fix them afterwars. We know, that this is no good solution and we're working on that issue.

Note, that openTZT reserves memory space for each preset even if it's not working anymore, so you should consider deleting it. Unfortunately this is not such an easy task. (We work an that issue too.)
To delete a preset you have to get it's number first. To get this, you have to grab your calculator. ... and now, we proudly present: OpenTZT mathematics!
Preset-Number = ( Page * ( Bank + 1 ) * ( Preset + 1 )) - 1 ; Note the final - 1 ! This is important since openTZT counts presets internally starting with 0.
Example: You are on [Bank:6], the P5* is lit and you want to delete preset 3. This gives us (5 * (6 + 1) * (3 + 1)) - 1 ; That breaks down to (5 * 7 * 4) - 1 = 140 - 1 = 139
Now go to the <openTZT_root_folder>\Record\ folder, search for the files pocket_data_139.pre and pocket_data_139.bmp.
KILL THEM !!! ;)
In fact, just delete them.
Another examples for preset number calculation: The first preset will have the number 0 = (1 * (0 + 1) * (0 + 1)) - 1 and the last preset is 899 = (9 * (9 + 1) * (9 + 1)) - 1.

You may find a pocket_data_900.pre file in the \Record\ folder some day. This is an extra preset that is "abused" to provide the numpad effect function. It's not possible to access this file directly by openTZT. You can delete it if you like, but the next time you use a numpad effect it will be recreated. There's no .bmp file related to this preset 'cause it's not necessary.

Automatic Preset Player (APP)

Control keys: LAlt+A, LAlt+Q, LAlt+W, LAlt+E, LAlt+R, LAlt+T
Select keys: Numeric keypad 0-9: LAlt+<NumKey>

Besides the already useful preset function, you can make your work even easier with the Auto Preset Player (APP). It triggers presets automatically in sync with the BPM settings. There are many different modes in which presets can be triggered, so you can bring a lot of variety to your (automatic) performance.
It's also very useful to let openTZT do the work while you at the bathroom ;)

The APP triggers some or all of your presets automatically. Select the presets you like to be triggered with the grey/red dot right above the preset preview. You can do this either with keys: LAlt+<NumPadKey> or by mouse. The current position of the trigger sequence is shown with a white circle around the trigger dot.

The speed in which presets are triggered is controlled with the "Trigger Delay:" setting (see image in section Using Presets). Between those two values a randomizer chooses a different value for each upcoming trigger event. Change that value by clicking on the number. A input box appears, type the new value and confirm with [Enter] or cancel with [Esc].
If the [<->] button is active, the APP takes a random choice between (and including) these two values for each step. If the button is not active only the first value is used.

To start and stop the APP you have to use the keyboard. The state the APP is in is shown in the status bar (above the material palette). A '%' sign indicates that the APP is running.
Control keys:

Play Modes

to be continued

OpenTZT Folder Structure

sample folder tree

\Material

Each folder such as openTZT_root_dir\Material\Bank0\F1 corresponds to one of the Function Keys in the user interface (in openTZT called "Page" or "Material Page"). Each folder may hold up to 17 files to be played. These files will map to the letter keys WERTY ASDFGH ZXCVBN. Q is by default skipped and mapped to "No Material" to be able to remove a material from a player.

Depending on the skip_q setting in the tzt.ini you can also load 18 files per page. But keep in mind that you have to move to a partly or completely empty material page every time you want to remove a clip from a player.

As you can see in the left folder structure only \Bank0\ to \Bank3\ is shown.

\Effector

\Bank9\F1\ .. \Bank9\F9\ (not shown) have special purpose for effect mapping. Effects (keymap.ini or DLL) that are placed in this folder are mapped to the numpad keys.

Any \F*\ folder can contain a keymap.ini file which tells openTZT what effect to map to a specific key.

See section Internal Effects for an example of the keymap.ini.

\Record

This Folder stores the settings for your presets and a preview image which will be displayed in the preset palette. If you want to delete a preset you can easily do this by deleting both the *.pre and *.bmp file of a preset. More information about presets.

\SysData

This folder is for openTZT's own uses and holds no user specific data.














Internal Effects

OpenTZT comes with a quite large set of internal effects. It's no use to describe them all in detail, you just should simply try them out. Sometimes it depends on the content of the clip you applying the effect to if it produces a noticable result. For example, if you try to use the monotone effect an already black 'n white clip, you will get nothing different.

There are two different ways to apply effects to a player. The first and main way is to hold down one of the Ctrl keys (left Ctrl for the left effect and the right Ctrl ... you know) and use the keys Q W E R T Y   A S D F G H   Z X C V B N An Effect that are applied this way will remain in the effect slot until it's replaced by another effect. To remove an effect, just replace it with the "No FX" effect which will be mapped to Q in every effects page.
The second way is to use the numerical keys to apply effects. These effects replace the left effect temporarily as long as the numer key is pressed, if you release the key the previous effect will be restored.

Some of the effects use a second input stream from the previous player for rendering. These effects are called "non threadable" (NT) because they limit openTZT's multithreading abilities (only as long as they're applied). If you apply such an effect to a player, openTZT can no longer render this player in parallel to the other players. In other words, this player has to wait until the previous player has finished rendering. OpenTZT always tries to do as much work as possible at the same time, so it's also dependent on where (left or right; which player) you apply a NT effect or how you combine it with other effects.

If you don't tell openTZT how to map it's internal effects to your keyboard it will just start with Bank0/Page1(F1)/W (Q will be skipped) and distribute it's complete list of effects. You can override this with a keymap.ini file in each \F*\ folder.

Below is a sample keymap.ini for the mapping to the main effect keys.

		[ Setting ]
		Mapping=1
		
		# q is skipped
		
		w=Monotone(IN)
		e=Scanline(IN)
		r=Divide N(IN)
		t=Solarize(IN)
		y=Tunnel(IN)
		
		a=RotoZoom(IN)
		s=KaleidoScope(IN)
		d=RotoPattern(IN)
		f=LandScape(IN)
		g=CyclicWave(IN)
		h=Wave(IN)
		
		z=Zoom(IN)
		x=CrossZoom(IN)
		c=Time Divide N(IN)
		v=Hunsync(IN)
		b=Vunsync(IN)
		n=Hi Contrast(IN)
	

Since the numpad uses number keys the keymap.ini slightly differs for the \Bank9\F*\ folders:

		[setting]
		mapping=1
		
		1=Solarize(IN)
		2=ColorBeat(IN)
		3=CrossZoom(IN)
		4=Change Color2(IN)
		5=Vunsync(IN)
		6=Reverse Flash(IN)
		7=Position Wiggle(IN)
		8=Divide Delay(IN)
		9=Flash(IN)
	

Here's a list off all the effects openTZT includes, the fourth colum holds the name of the effect you have to use for the keymap.ini files.
Effects that don't support multithreading are marked with a different background color.

Icon Effect Description Parameters Internal Name
No fx This is actually no real effect, it just passes the incoming image right to the output. no parameters none
Monotone Desaturates the image (makes it black and white). no parameters Monotone(IN)
Scanline Draws only every second line of the image. no parameters Scanline(IN)
Divide N . . Divide N(IN)
Time Divide N . . Time Divide N(IN)
Tunnel . . Tunnel(IN)
Tunnel Extended . . Tunnel Ex(IN)
Roto Zoom . . RotoZoom(IN)
Landscape . . LandScape(IN)
Landscape Extended . . LandScape Ex(IN)
Kaleidoscope . . KaleidoScope(IN)
Roto Pattern . . RotoPattern(IN)
Cyclic Wave . . CyclicWave(IN)
Wave . . Wave(IN)
Zoom . . Zoom(IN)
Cross Zoom . . CrossZoom(IN)
Vertical Unsync . . Vunsync(IN)
Horizontal Unsync . . Hunsync(IN)
Water Surface . . WaterSurface(IN)
Ghost . . Ghost(IN)
Alpha Blur . . AlphaBlur(IN)
Zoom Blur . . ZoomBlur(IN)
Diffuse . . Diffuse(IN)
Smooth . . Smooth(IN)
Glow . . Glow(IN)
Flash . . Flash(IN)
Divide Delay . . Divide Delay(IN)
Spiral . . Spiral(IN)
Divide Str . . Divide Str(IN)
Feedback . . FeedBack(IN)
Jitter . . Jitter(IN)
3D Rot . . 3DRot(IN)
3D Bounce . . 3DBounce(IN)
3D Flying . . 3DFlying(IN)
3D Flying 2 . . 3DFlying2(IN)
Change Color . . Change Color(IN)
Position Wiggle . . Position Wiggle(IN)
3D Flying 3 . . 3DFlying3(IN)
3D Wave . . 3DWave(IN)
3D Cylinder . . 3DCylinder(IN)
3D Sphere . . 3DSphere(IN)
3D ZWave . . 3DZWave(IN)
Brightness . . Bright(IN)
Change Color Beat Canges clip color with BPM sync P1=beats between change Change Color2(IN)
High Contrast . . Hi Contrast(IN)
Reverse Inverts the image no parameters Reverse(IN)
Reverse Flash . . Reverse Flash(IN)
Layout . . Layout(IN)
Smear . . Smear(IN)
Time Jitter . . Time Jitter(IN)
Mozaic . . Mozaic(IN)
2D Rotation . . 2DRotation(IN)
Motion Edge . . MotionEdge(IN)
Horizontal Wipe . . HWipe(IN)
Vertical Wipe . . VWipe(IN)
Color Beat . . ColorBeat(IN)
Reverse Beat . . ReverseBeat(IN)
Solarize . . Solarize(IN)
Feedback 2 . . FeedBack2(IN)
Multi Vertical Wipe . . MultiVWipe(IN)
Crome . . Crome(IN)

Effect Plugins

OpenTZT can load two types of effect plugins. An openTZT specific DLL which takes advantage of all the features openTZT provides, and it's is also able to load FreeFrame plugins. Esotic has written a lot of openTZT specific plugins. His plugins are provided along with the openTZT distribution. There's also a long list of FreeFrame plugins available on their website.

Currently all plugin effects are non threadable. Read more about multithreading and effects in the Internal Effects section.

There's a catch on the effect plugins. While the openTZT plugins provide at least an icon, the FreeFrame plugins are completely indistinguishable from another in an effect page. Every plugin has the same icon and the plugin name isn't shown. This may be improved in the future. (if it's already improved, we forgot to remove this line from the documentation ;)

to be continued

"Hidden" Features

If you put a clip into folder Material\Bank9\F1\ openTZT will be played automatically at startup. You may put a test screen there. Are there more than one clip, the others will be treated like any other clip. Always, the clip that is assigned to Q will be played. Even if the parameter skip_q = 1 is set in tzt.ini.

to be continued

Configuration

tzt.ini

OpenTZT is completely configured by several ini files.

The most important ini file is the tzt.ini in the openTZT root folder.

tzt.ini parameters:

Tips and Tricks

Known Problems

Acknowledgements


last change - dez 2009 Website hosted by