<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Wouz Production</title><description>Wouz Production</description><link>http://www.wouz.dk/</link><copyright>Copyright Wouz Production</copyright><generator>sNews</generator><item><title>Eyeon Fusion acting strange?</title><description>Eyeon Fusion user? Yes! Have you ever had any problems with accessing the &quot;bin&quot;, using shortcuts or even crashes in Fusion 5.X - strange behaviors like that. Maybe your Anti Virus are playing you for a fool.

I have used Eyeon Fusion for about a year as a SFX artist at A.Film. The system: WinXP SP2 64bit. tested with: Fusion 5.02 and 5.2.).

Issue 1
Suddenly I started having strange behaviors in newer versions of Fusion, after ALOT of debugging I found out that it was my NOD32 2.5 Internet Monitor (IMON) that was blocking some files that Fusion is using (not the &quot;File System Monitor&quot;, the INTERNET MONITOR, damn). Other Anti Virus or security software can be blocking Fusion because something must be wrong since NOD thought Eyeon has made something BAD. You can test for the issue by opening the Node Bin and in localhost is says  - also no shortcuts works.

Workarounds (one of the following):
1. Uninstall NOD32
2. Dissable IMON, this is what I did, can't have an Internet monitor blocking my local files without notice. 
3. Exclude Fusion from the IMON (IMON-&gt;Setup-&gt;Micellaneous-&gt;Exclude, add fusion.exe, eyeonscript.exe, eyeonserver.exe to the list)

Issue 2
If your Fusion can't start or the program stops working check to see if any process that Fusion uses are still lurking around (Check your Task Manager):
eyeonScript.exe
eyesonServer.exe

Workaound:
1. Kill the thread.

Happy comp'ing ;-)</description><pubDate>Tue, 27 Nov 2007 21:31:09 +0000</pubDate><link>http://www.wouz.dk/eyeon-fusion/eyeon-fusion-acting-strange/</link><guid>http://www.wouz.dk/eyeon-fusion/eyeon-fusion-acting-strange/</guid></item><item><title>SonyEricsson iSync plugin for K810/K810i and W660/W660i</title><description>Very easy little plugin for iSync for your K810/K810i or W660/W660i SonyEricsson Cell! can't believe somebody actually want money for these small fixes/plugins!?



On my setup (Mac Book Pro with Leopard 10.5.1 and iSync 3.0) both iCal and Adressbook entries. In Tiger the send SMS from Adressbook works but Apple has removed this feature in Leopard for some reason.

Testet with:
iSync 2.4 (501.2) on OS X 10.4.10 - works
iSync 3.0 (568) on OS X 10.5.2 - works

K810/K810i - Download (17.6kb)
W660/W660i - Download (28.8kb)

Install:
1. unzip the SonyEricsson-XXXX.phoneplugin.zip file
2. copy the unzipped folder (SonyEricsson-XXXX.phoneplugin) to /Library/PhonePlugins/ (not your user/home Library, but the system Library in the root). If the PhonePlugins folder doesn't exist just make it.
3. pair your phone with your mac (via bluetooth) and in iSync add a new device - you K810 or W660 should now be green for go :)

I change phone avery 6-8 months so there will come more iSync plugins later on :-) 
&nbsp;</description><pubDate>Thu, 02 Aug 2007 01:56:49 +0000</pubDate><link>http://www.wouz.dk/os-x-plugin/sonyericsson-isync-plugin-for-k810k810i-and-w660w660i/</link><guid>http://www.wouz.dk/os-x-plugin/sonyericsson-isync-plugin-for-k810k810i-and-w660w660i/</guid></item><item><title>Maya 8.5 Plug-in development template for Apple Xcode</title><description>So I got a MacBook Pro and to get everything up to speed I needed to compile my old Maya plug-ins to Maya 8.5 for OS X. I couldn't find a template for Xcode for maya 8.5 but I found a 8.0 template by Thomas Craigen on highend3d.com. So i modified it for Maya 8.5 and now everything compiles just perfect. Click &quot;Continue Reading&quot; or on the header to download the template.

Builds on Intel (should also build on G4 and G5)
Uses .bundle for Maya 8.5
Uses GCC 4.0
Tested with Xcode 2.4.1 on OS X 10.4.10

 Download (14.6kb, Zip)
Install: unzip to Library/Application Support/Apple/Developer Tools/Project Templates/

Backspace on my MBP with danish keyboard is hidden under alt-shift-7. What the **** is wrong with you Apple?
</description><pubDate>Thu, 02 Aug 2007 01:11:57 +0000</pubDate><link>http://www.wouz.dk/autodesk-maya-misc/maya-85-plugin-development-template-for-apple-xcode/</link><guid>http://www.wouz.dk/autodesk-maya-misc/maya-85-plugin-development-template-for-apple-xcode/</guid></item><item><title>Maya 8.5 Released</title><description>Yet another release of the best CAM out there (IMHO), the second AutoDesk release of Maya is out for premium members download and AutoDesk Store. I don't see any MAJOR changes but a lot of new features has been added - like Python integration and UB for Mac. 

Features:
- Maya Nucleus Unified Simulation Framework - Nextgen dynamic simulation. Includes an API for easy third-party applications. 
- Maya nCloth* - This cloth functionality is the first Maya module build on the new Nucleus technology.
- Python (2.4.3) scripting language integrated on the same level as MEL and for plug-in development.
- Macintosh Universal Binary for PowerPC and Intel based computers.
- New and changed Mental Ray features, accurate sun/sky, new architectural and design shaders for wax, frosted glass, clay etc. 
- General performance updates (12 listed), like faster layer switching and polygon display in shaded mode, multiple CPU threading changes.
- Improved CgFX features. 
- New HyperShape features.
- Maya PLE 8.5.

* nCloth is an Unlimited feature. Maya Cloth (the old cloth features) has been removed from the help and will only work if you have a license from previous Maya Unlimited versions.

Prices (Standalone):
Maya Complete 8.5 - $1,999.00 
Maya Complete 8.5 Upgrade - $899.00
Maya Unlimited 8.5 - $6.999.00
Maya Unlimited 8.5 Upgrade - $1.249.00

Links and Source:
Maya 8.5 Documentation
http://features.cgsociety.org/story.php?story_id=3909
http://www.cgtalk.ru/forum/showthread.php?t=13728

As soon as I get a 8.5 license I will make a debian/(k)ubuntu installation tutorial. But I think my existing 8.0 tutorial will work just fine.</description><pubDate>Tue, 16 Jan 2007 15:55:00 +0000</pubDate><link>http://www.wouz.dk/autodesk-maya-misc/maya-85-released/</link><guid>http://www.wouz.dk/autodesk-maya-misc/maya-85-released/</guid></item><item><title>How to connect to Maya&#39;s command port from C++</title><description>This tutorial will show you how to quickly make a network program for remotely executing Mel commands through Maya's command port.



This is basic socket programming, if you have no interest in this (and can't see the endless possibilities in developing this) you can use almost any telnet compatible application like Putty (http://www.putty.nl/) for now. (you can't use Windows standard telnet because it separately transmits every single character by default). In the near future we are going to use the application to quickly test our own Maya plugins. With this fairy simple network code we can make a small efficient script for remotely loading, executing and unloading plugins in Maya.

Requirements: You need to have Maya installed (For Kubuntu details see: tutorial on howto install Maya)

File: mcp.cpp

/************************************************
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Maya Command Port client.

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; @author ticless &lt;ticless@wouz.dk&gt;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; usage:&nbsp; mcp &lt;server_ip&gt; &lt;port&gt;

*************************************************/

#include &lt;stdio.h&gt;
#include &lt;stdlib.h&gt;
#include &lt;string.h&gt;
#include &lt;arpa/inet.h&gt;
#include &lt;unistd.h&gt;

//Max buffer size
#define BUFFER_SIZE 1024

int main(int argc, char *argv){

&nbsp; struct sockaddr_in addr;
&nbsp; int client_socket;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //socket to server
&nbsp; char buffer;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //recv buffer
&nbsp; int bytes_recv;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //bytes recv
&nbsp;
&nbsp; //Check arguments
&nbsp; if(argc != 4){
&nbsp;&nbsp;&nbsp; fprintf(stderr, &quot;usage: %s &lt;server_ip&gt; &lt;port&gt; &lt;command&gt;n&quot;, argv);
&nbsp;&nbsp;&nbsp; exit(1);
&nbsp; }

&nbsp; //Setup ip end point
&nbsp; addr.sin_addr.s_addr = inet_addr(argv);
&nbsp; addr.sin_port = htons(atoi(argv));
&nbsp; addr.sin_family = AF_INET;
&nbsp;
&nbsp; //Create client socket as TCP stream
&nbsp; client_socket = socket(PF_INET, SOCK_STREAM, IPPROTO_TCP);
&nbsp; if(client_socket == -1){
&nbsp;&nbsp;&nbsp; perror(&quot;socket create&quot;);
&nbsp;&nbsp;&nbsp; exit(1);
&nbsp; }
&nbsp; //Try connecting to Maya
&nbsp; if(connect(client_socket, (struct sockaddr *)&amp;addr, sizeof(struct sockaddr_in)) == -1){
&nbsp;&nbsp;&nbsp; perror(&quot;connect&quot;);
&nbsp;&nbsp;&nbsp; exit(2);
&nbsp; }
&nbsp; //Clear buffer
&nbsp; bzero(buffer, BUFFER_SIZE);

&nbsp; //Send command to Maya's command port
&nbsp; write(client_socket, argv, strlen(argv)+1);

&nbsp; //Read result from Maya
&nbsp; if( (bytes_recv = read(client_socket, buffer, BUFFER_SIZE - 1)) &gt; 0 ){
&nbsp;&nbsp;&nbsp; fprintf(stderr, &quot;%s&quot;, buffer);
&nbsp; }

&nbsp; //Close connection
&nbsp; close(client_socket);
&nbsp; return 0;
}


If you have installed Maya on default path you should be able to compile with:
 $ g++ mcp.cpp -o mcp -lm /aw/maya8.0/lib/libmocap.a -L/aw/maya8.0/lib -I/aw/maya8.0/include 

Now lets test out program. Start Maya and open the command port (Checkout this tutorial on how to do this: )

Lets say you opened up the command port 6000 in Maya and you are running everything on your own machine (localhost). Now lets try connecting to Maya and create a sphere:
 $ mcp 127.0.0.1 6000 sphere

On success Maya reply: 
 nurbsSphere2&nbsp;&nbsp;&nbsp; makeNurbSphere2

That's it!

Next tutorial will show you how to make a basic Maya plugin and how to remotely load, run and unload it.

Stay tuned ;o) !!!</description><pubDate>Sat, 13 Jan 2007 03:47:42 +0000</pubDate><link>http://www.wouz.dk/c-maya/how-to-connect-to-mayas-command-port-from-c/</link><guid>http://www.wouz.dk/c-maya/how-to-connect-to-mayas-command-port-from-c/</guid></item><item><title>Basic Use Of Maya&#39;s Command Port</title><description>This is a basic tutorial on how to use the command port in Maya. By opening the command port we can send Mel commands to Maya remotely. This can become very handy later in the plugin development process. The iteration through the phases of coding, compiling, loading the plugin, testing and finally unloading the plugin, can be shortened and well integrated with you favourite IDE (whether it's Emacs or KDevelop for instance)


Follow these 5 simple steps and you will be able to make basic use of the Maya command port.

1. Start Maya

$ maya


2. Open Script Editor
Inside Maya look for &quot;Window&quot; in the top menu.

Window -&gt; General Editors -&gt; Script Editor

3. Open the Command port in Maya
In the Script Editor write:

commandPort -n &quot;localhost:6000&quot;;


Where 6000 is the port number (choose a unused port number between 1024 and 65000).
Execute the command by pressing &lt;Ctrl&gt; &lt;Enter&gt; at the same time (or Command -&gt; Execute from the menu)

Now the command port is open to the outside world, making it possible to execute Mel commands remotely.

4. Connect to the Command Port
I order to send Mel commands to the machine running Maya with the command port open you can use telnet.
Usage: telnet &lt;host&gt; &lt;port&gt;

I our case we could write:

$ telnet localhost 6000


Response:
tic@mtic:~/$ telnet localhost 6000
Trying 127.0.0.1...
Connected to localhost.
Escape character is '^]'.


5. Send actual commands to Maya
We could start by making Maya draw a sphere with the radius of 5.
In the telnet session just write:

sphere -r 5


or if we would like a torus just write:

polyTorus


The geometry will now appear in your Maya scene.

Get help to the command by typing:
help &lt;commandName&gt;

This will give you a list of all Mel commands starting with the letter a:
help -list &quot;a*&quot;

This was just a quick intro to the command port which we are going to use later on in upcoming tutorials on plugin development.

Check out this screenshot from the above test (click on the picture to enlarge)

 </description><pubDate>Wed, 20 Dec 2006 21:06:38 +0000</pubDate><link>http://www.wouz.dk/autodesk-maya-mel/basic-use-of-mayas-command-port/</link><guid>http://www.wouz.dk/autodesk-maya-mel/basic-use-of-mayas-command-port/</guid></item><item><title>3D Game: NoyaDome (TechDemo 1.0b)</title><description>
NoyaDome is a 3. person action flight simulator.  This is no-where near a complete game, but it will give you an idear on how to build a 3D-game engine from scratch. You can download the source and a ~150 pages paper on how we developed the game (in danish). 

Use left and right mouse button for firing weapon.



    
        
            
            
            Windows                                    binary
            Testet on: Windows 2000 &amp; XP32
                         Download Now | 9.7 MB Zip             
            
            
        
    



    
        
            
            
            Source
            Note: With Visual Studio project
            Download Now | 9.9 MB Zip             
            
            
        
    



    
        
            
            
            NoyaDome Development Report
            Note: ~150 pages in Danish
            Download Now | 6.5 MB PDF
            
            
        
    


Single PC Multiplayer: No
Network Multiplayer: Yes
Sound: Yes (2.0 Stereo)

Requirement: Equal/higher than                                              PII 900, 128 mb ram and 8mb OpenGL                                              Supported Graphic Card.
 
Details: Multiplayer                                              Game that is using our &quot;In House&quot;                                              OpenGL 3D-Engine (Wouz Mammoth Engine).                                              Developed in C++ with OpenGL. 3D-graphics                                              made with Maya and models are                                              exported to our own 3D file format                                              - Wouz Animation in Binary (WAB).                                              Further more the game has network                                              support (Wouz MNet), Collision detection,                                              Level Of Details, 3D Sounds, Quaternion,                                              etc.



    
        
            
            
        
        
            
            
        
    
</description><pubDate>Wed, 20 Dec 2006 17:58:17 +0000</pubDate><link>http://www.wouz.dk/games-3d/3d-game-noyadome-techdemo-10b/</link><guid>http://www.wouz.dk/games-3d/3d-game-noyadome-techdemo-10b/</guid></item><item><title>2D Game: Wouz Rocket (0.3.1b)</title><description>
Wouz Rocket is our first game downloadable for the public. It&rsquo;s a small 2D space flight game where you need to survive as long time as possible &ndash; fighting your way across the galaxy. The only mission is to blast as many asteroids, as time goes more asteroids will emerge. 

We are not utterly proud of this game anymore, our skills has grown much since this game from our early developing years, nevertheless enjoy the game...

Use &ldquo;space&rdquo; as primary fire, &ldquo;Ctrl&rdquo; for secondary fire and arrow keys to control the ship.



    
        
            
            
            Windows                                    binary
            Testet on: Windows 2000, XP32 &amp; XP64
                         Download Now | 3.5 MB Zip             
            
            
        
    


Single PC Multiplayer: No
Network Multiplayer: No
Sound: Yes (2.0 Stereo)

Requirement: Not much, if your machines runs windows 98/2000/XP/Vista you should run the game just fine...

Details: Developed in VC++ with SDL. Graphic made in 3D Studio Max and Adobe Photoshop. Source is no longer available &ndash; we just can&rsquo;t find it?!&hellip; The game hasn't been ported to other operative systems than Windows. Sorry...



    
        
            
            
        
        
            
            
        
    
</description><pubDate>Wed, 20 Dec 2006 00:20:43 +0000</pubDate><link>http://www.wouz.dk/games-2d/2d-game-wouz-rocket-031b/</link><guid>http://www.wouz.dk/games-2d/2d-game-wouz-rocket-031b/</guid></item><item><title>2D Game: Wouz Hest (0.2b)</title><description>
Wouz Hest is a small platform game we developed in the early 2002, it was the most downloaded 2D game on our old website so this bad boy is apparently a long away from retirement. In the game you control Torben, the horse, that helps Mr. Wouz (our old mascot) with keeping bad weed off his grass fields. The game text is in Danish. 

We are not utterly proud of this game anymore, our skills has grown much since this game from our early developing years, but anyhow enjoy...



    
        
            
            
            Windows                                    binary
            Testet on: Windows 2000, XP32 &amp; XP64
                         Download Now | 1.7 MB Zip             
            
            
        
    


Single PC Multiplayer: No
Network Multiplayer: No
Sound: Yes (2.0 Stereo)

Requirement: Not much, if your machines runs windows 98/2000/XP/Vista you should run this game just fine...

Details: Developed in VC++ with SDL. Graphic made in 3D Studio Max and Adobe Photoshop. Source is no longer available &ndash; we just can&rsquo;t find it?!&hellip; The hasn't been ported to other operative systems than Windows. Sorry...



    
        
            
            
        
        
            
            
        
    
</description><pubDate>Tue, 19 Dec 2006 22:15:27 +0000</pubDate><link>http://www.wouz.dk/games-2d/2d-game-wouz-hest-02b/</link><guid>http://www.wouz.dk/games-2d/2d-game-wouz-hest-02b/</guid></item><item><title>Danish Game Developers</title><description>A compiled list of Danish game developers. Interesting if you are looking for a job in the Danish game developing industry. The list also shows the fact that there are not much of a game industry outside of Copenhagen (The capital of Denmark).


    
        
            Company
            Location
            Games
            Status
        
        
            IO Interactive
            Copenhagen
            Hitman series
            
        
        
            Deadline Games
            Copenhagen
            Total Overdose
            
        
        
            GuppyWorks
            Copenhagen
             The Ugly Prince Duckling
            
        
        
            ITE
            Copenhagen
            Hugo
            
        
        
            Tabula Rasa          Games
            Copenhagen
             Vengeance of Carthage
            
        
        
            GamaLocus
            Copenhagen
             Call of the Warlords?
            
        
        
            watAgame
            Copenhagen
             Web and Cellphone
            
        
        
            Ivanoff Interactive
            Copenhagen
             &quot;Magnus og Myggen&quot;
            
        
        
            Kongo Interactive
            Copenhagen
             Web and Educational
            
        
        
            Niemo Entertainment
            Copenhagen
             Holonox
            
        
        
            Savannah
            Copenhagen
             ?
            
        
        
            Serious Games
            Copenhagen
             Global Conflicts
            
        
        
            SiriusGames
            Copenhagen
             GangLand
            
        
        
            InterActive Vision
            Copenhagen
             Pacific Worriors
            
        
        
            Flux Studios
            Copenhagen
            Ascension
            
        
        
            Zero Point Software
            Copenhagen
             Interstellar Marines
            
        
        
            Underholdningsbranchen
            Copenhagen
             Limbo
            
        
        
            Tonic Games
            Aalborg
             Educational Games
            
        
        
            Certus
            Odense
             Web and Cellphone
            
        
        
            Oddlabs
            Odense
             Tribal Trouble
            
        
        
            Digital Out
            Aarhus
            small wii, pc and xbox 360 games
            
        
        
            Hokus Pokus Games
            Aarhus
             Fila World Tour Tennis
            
        
        
            Runestone
            Aarhus
             Seed
            
        
        
            Augmented Media
            Aarhus
             ?
            
        
        
            Krea Media*
            Herning
             Pixeline
            
        
    

&nbsp;

Please make a comment or write to us if you find any errors or missing companies! 
* former Studio 1-2 (thanks Anders 4 the update).</description><pubDate>Thu, 14 Dec 2006 14:16:24 +0000</pubDate><link>http://www.wouz.dk/games-related-articles/danish-game-developers/</link><guid>http://www.wouz.dk/games-related-articles/danish-game-developers/</guid></item><item><title>Maya Wireframe Rendering (Method A)</title><description>
There are several different ways to make your                                  models wireframed in Maya. There is no right or                                  wrong way and there is no build-in method of doing                                  it. The way we are goanna do this is by &ldquo;baking&rdquo;                                  a UV-set from our model and attach it to the model                                  again so the wires on the UV-set is making the                                  wire on the model. This is a very fast and easy                                  way of making wireframe&hellip;

Description
Wireframe polygon or subdiv models in Maya so                                  it will show on render.

Author : Fixion
Date : 9. November - 2003
From : Wouz Production ( www.wouz.dk                                  )

   
  




1. Select your model(s) and depending on the                                  type (polygon or subdiv) go to
 Edit Polygon-&gt;Texure-&gt;Automatic Mapping                                                                    or Subdiv Surfaces-&gt;Texture-&gt;Automatic                                  Mapping .

2. In the Options window go to Edit-&gt;Reset                                  settings, then select 12 Planes                                  and set Optimized to Less Distortion.                                  Set Space Present to 256 Map. Press Project.



3. In the UV Texture Editor (MEL command: TextureViewWindow;)                                  you will se the result of the Automatic Mapping.                                  Go to either Polygons or Subdivs in the menu and                                  select UV Snapshot. Press reset in the UV Snapshot                                  window. Choose a path to where you want to put                                  your Snapshot/wireframe map. Select a pixel size                                  that fits you (normally I go as high as 1024x1024                                  pixels). Deselect Anit-alias Lines for harder                                  edges and choose Targa* as your Image Format.                                  Press OK.


4. Open the hypershade (Mel command: HypershadeWindow;)                                  and create a Lambert Material. Double-click it                                  in the hypershade and click the Checker icon in                                  for the color attribute. Choose File in the Create                                  Render Node, this will attach a file node for                                  your UV snapshot to be placed. In the Image Name                                  option browse for your UV Snapshot.

5. Maya already have chosen your UV snapshot                                  in the Transparency attribute of the lambert,                                  if not attach it your self (The same way as step                                  4.). Drag-Drop the Lambert material onto your                                  model to view the results of your UV snapshot                                  file. There you have it, Wireframe model ready                                  to render. If you are not satisfied with the wireframe                                  quality follow the next steps improve it.



6. Open the UV snapshot in your favourite 2D                                  program and make the UV edge wider. In Adobe Photoshop                                  use a blending options with white stroke enabled                                  to a 1px size. Save the file and reload it in                                  Maya. Remember it still have to be 32bit TGA*.

The final render will be as followed:


*TGA/TARGA is a 32bit image file format. The                                  last 8 bit from 24- to 32 bit is used for alpha                                  channels so it is possible to make transparent                                  elements of the image. In your case the image                                  around the wire will be transparent.
</description><pubDate>Wed, 13 Dec 2006 22:36:26 +0000</pubDate><link>http://www.wouz.dk/autodesk-maya-rendering/maya-wireframe-rendering-method-a/</link><guid>http://www.wouz.dk/autodesk-maya-rendering/maya-wireframe-rendering-method-a/</guid></item><item><title>Engineering Menu on Samsung TVs (Update 01)</title><description>After buying a couple of Samsung LCD TVs something wasn't quite right. The solution was found in the Samsung Engineering Menu most Samsung TV has. This article has a little guide on how to get most out of your middle range Samsung LCD TV. 

Since I write middle range is because I have only tried this on my LE-40R72B and LE-32R71B. I'm quite sure that all Samsung LE and PS models enters the Engineering Menu in the same way, but I don't think that all the settings/features applies to all models. 

We are gonna disable the DNIe, which is short for Digital Natural Image Engine. It's a feature that auto adjusts the light and picture but tends to over do the sharpen and contrast. I found it better to turn this feature off (a lot of guys out there has already done this because many feel that it's brings more negative that positive effect to the overall viewing experience). 
I have been toled that the DNIe feature is disabled when watching in &quot;Movie Mode&quot;. I haven't yet tried this, I'm quite positive it's true - but I want to have it disabled at all times.  

A. Enter the Engineering Menu:
Point the remote to the TV and press the following buttons the exact order (with 1-2 seconds interval): 
1. Turn off the TV (standby mode)
2. Info 
3. Menu 
4. Mute 
5. Power 

B. Disable the Dynamic Dimming (DNIe):
1. Enter the Engineering Menu (Look under Item A above).
2. Choose menu entry number two (2. Option Table)
3. Press &quot;Down&quot; to Dynamic Dimming turns yellow
4. Press &quot;Right&quot; to ON to the right of DNIe turns yellow
5. Press &quot;Right&quot; (again), ON switches to OFF
6. Press &quot;Enter&quot; (this saves the settings)
7. Power off and power on.

----- 

Basically turn off all that starts with &quot;Dynamic&quot;, Noise Reduction and Sharpness. There is more to come!! Stay tuned.</description><pubDate>Mon, 11 Dec 2006 21:14:00 +0000</pubDate><link>http://www.wouz.dk/hardware/engineering-menu-on-samsung-tvs-update-01/</link><guid>http://www.wouz.dk/hardware/engineering-menu-on-samsung-tvs-update-01/</guid></item></channel></rss>
