AE:Trailer: Difference between revisions

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restoring the rest of EdT's deleted uploads
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:::The compression is OK, and I totally encourage you (Loser) to provide further footage in this format: apart from Iritscen, no one will notice ^_^  As for quality over quantity - "that's what ''I'''m talking about!" ... "A few seconds" are enough for two or three different cuts, but there's nothing ''awesome'' to pick from in this video: because of the aforementioned lack of camera variety, and also because the skyline of that location is rather dull (why is it cool to fly around some stupid-a$$ boxes? ). I'll try and suggest a better setting, complete with camera angles, after a quick look at your binaries (thanks). --[[User:Geyser|geyser]] 16:42, 4 August 2008 (CEST)
:::The compression is OK, and I totally encourage you (Loser) to provide further footage in this format: apart from Iritscen, no one will notice ^_^  As for quality over quantity - "that's what ''I'''m talking about!" ... "A few seconds" are enough for two or three different cuts, but there's nothing ''awesome'' to pick from in this video: because of the aforementioned lack of camera variety, and also because the skyline of that location is rather dull (why is it cool to fly around some stupid-a$$ boxes? ). I'll try and suggest a better setting, complete with camera angles, after a quick look at your binaries (thanks). --[[User:Geyser|geyser]] 16:42, 4 August 2008 (CEST)


::::A couple of place holding Jet packing videos: http://edt.oni2.net/AE_Files/Barabus_Jet.mov and http://edt.oni2.net/AE_Files/Barabus_Jet2.mov --'''EdT
::::A couple of place holding Jet packing videos: http://iritscen.oni2.net/wiki/EdT-Barabas%20using%20jetpack%201.mov and http://iritscen.oni2.net/wiki/EdT-Barabas%20using%20jetpack%202.mov --'''EdT [Links updated. --Iritscen]
:::::Why aren't you using the mouse to change Barabas's facing in midair? I would say the first man-cam mode is the best for showing Barabas under a variety of angles (flying along curved paths rather than straight ahead). Note that there are places where the jetpack would look totally "functional": ACC(exterior), Rooftops... --[[User:Geyser|geyser]] 05:01, 19 August 2008 (CEST)
:::::Why aren't you using the mouse to change Barabas's facing in midair? I would say the first man-cam mode is the best for showing Barabas under a variety of angles (flying along curved paths rather than straight ahead). Note that there are places where the jetpack would look totally "functional": ACC(exterior), Rooftops... --[[User:Geyser|geyser]] 05:01, 19 August 2008 (CEST)


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:::This was more of a concept idea, I was hoping the background TV screen would be more visible.  Since I can't use chr_location, I can't setup the brawl, maybe Paradox can do that. I just used the jetpack hack to get up on the roof.  Will try to think of some more locations. [[User:EdT|EdT]] 05:58, 16 August 2008 (CEST)
:::This was more of a concept idea, I was hoping the background TV screen would be more visible.  Since I can't use chr_location, I can't setup the brawl, maybe Paradox can do that. I just used the jetpack hack to get up on the roof.  Will try to think of some more locations. [[User:EdT|EdT]] 05:58, 16 August 2008 (CEST)


:::Perhaps another placeholder with geyser's griffin: http://edt.oni2.net/AE_Files/griffin_out.mov --'''EdT
:::Perhaps another placeholder with geyser's griffin: https://www.youtube.com/watch?v=Cbvbpulnads --'''EdT''' [Updated link. --Iritscen]
::::Keep trying, you're getting there. Try to be bolder and more graceful with every video. --[[User:Geyser|geyser]] 04:43, 19 August 2008 (CEST)
::::Keep trying, you're getting there. Try to be bolder and more graceful with every video. --[[User:Geyser|geyser]] 04:43, 19 August 2008 (CEST)
:::::I like this one, and LOL at the video's end. Griffin thought he was safe up there. I can certainly put it in the trailer for now, if not for good, since I don't see any problems with it. I'm still waiting for geyser to say he's happy with anything at all that's been recorded http://i157.photobucket.com/albums/t72/Iritscen/Emoticons/rolleyes.gif. --[[User:Iritscen|Iritscen]] 21:46, 19 August 2008 (CEST)
:::::I like this one, and LOL at the video's end. Griffin thought he was safe up there. I can certainly put it in the trailer for now, if not for good, since I don't see any problems with it. I'm still waiting for geyser to say he's happy with anything at all that's been recorded http://i157.photobucket.com/albums/t72/Iritscen/Emoticons/rolleyes.gif. --[[User:Iritscen|Iritscen]] 21:46, 19 August 2008 (CEST)
:::::Oh yeah, there is a bit of choppiness to the fly-in at the beginning, Ed. It might be noticeable if that specific piece of footage is in the trailer. Once the fly-in stops, the capture is smooth. Choppiness during large frame-delta periods* and not during small ones indicates that your HD's free space is fragmented. Might be something to look into if you have TechTool Pro or DiskWarrior. It got so bad for me that I spent the last two days defragging (there were 54,000+ fragments in total; only a fraction of that was in the free space, but it was still a big problem). --[[User:Iritscen|Iritscen]] 21:46, 19 August 2008 (CEST)
:::::Oh yeah, there is a bit of choppiness to the fly-in at the beginning, Ed. It might be noticeable if that specific piece of footage is in the trailer. Once the fly-in stops, the capture is smooth. Choppiness during large frame-delta periods* and not during small ones indicates that your HD's free space is fragmented. Might be something to look into if you have TechTool Pro or DiskWarrior. It got so bad for me that I spent the last two days defragging (there were 54,000+ fragments in total; only a fraction of that was in the free space, but it was still a big problem). --[[User:Iritscen|Iritscen]] 21:46, 19 August 2008 (CEST)
:::::(*)This refers to when more is changing onscreen from second to second, requiring Snapz Pro to dump more data to the HD; if the HD is not fast enough or has a lot of fragments it can't dump fast enough and frames are dropped. The fly-in period has a ~100% frame-to-frame delta, whereas when Griffin is just watching the fight, the f-to-f delta is maybe 20%. --[[User:Iritscen|Iritscen]] 21:46, 19 August 2008 (CEST)
:::::(*)This refers to when more is changing onscreen from second to second, requiring Snapz Pro to dump more data to the HD; if the HD is not fast enough or has a lot of fragments it can't dump fast enough and frames are dropped. The fly-in period has a ~100% frame-to-frame delta, whereas when Griffin is just watching the fight, the f-to-f delta is maybe 20%. --[[User:Iritscen|Iritscen]] 21:46, 19 August 2008 (CEST)
:::Another placeholder, http://edt.oni2.net/AE_Files/pillar.mov Perhaps it was the hot afternoon sun, the Ai was not so active in their fighting :-) This was actually done on the Mac.  I added flags at the top of the pillar to get the Ai up there.  [[User:EdT|EdT]] 01:06, 26 August 2008 (CEST)
:::Another placeholder, https://www.youtube.com/watch?v=zacLylPPTFk [Updated link. --Iritscen] Perhaps it was the hot afternoon sun, the Ai was not so active in their fighting :-) This was actually done on the Mac.  I added flags at the top of the pillar to get the Ai up there.  [[User:EdT|EdT]] 01:06, 26 August 2008 (CEST)
::::Thanks Ed. But wow, that ending is probably the funniest thing I've seen come from Oni. I've watched it ten times and I'm still not sure how everyone killed everyone else (seriously, what happened to that Tanker?). It's also very fun to just listen to the ending's audio without watching: there's assorted grunts, and then, I'm pretty sure someone says, "D'oh!". --[[User:Iritscen|Iritscen]] 01:24, 26 August 2008 (CEST)
::::Thanks Ed. But wow, that ending is probably the funniest thing I've seen come from Oni. I've watched it ten times and I'm still not sure how everyone killed everyone else (seriously, what happened to that Tanker?). It's also very fun to just listen to the ending's audio without watching: there's assorted grunts, and then, I'm pretty sure someone says, "D'oh!". --[[User:Iritscen|Iritscen]] 01:24, 26 August 2008 (CEST)


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:::::::::I also agree that we have a long way to do with the trailer. There are some things even in what's done so far that I don't like (the whole "original Oni" section needs to be reworked with some more variety in the footage, for instance). Hopefully this isn't a case of "Do Not Open 'Til Xmas", though, as I can see it getting done before that. Well, we'll see. --[[User:Iritscen|Iritscen]] 14:16, 16 August 2008 (CEST)
:::::::::I also agree that we have a long way to do with the trailer. There are some things even in what's done so far that I don't like (the whole "original Oni" section needs to be reworked with some more variety in the footage, for instance). Hopefully this isn't a case of "Do Not Open 'Til Xmas", though, as I can see it getting done before that. Well, we'll see. --[[User:Iritscen|Iritscen]] 14:16, 16 August 2008 (CEST)


:::A demo with the assault-rifle-hugo weapon. I had to reduce the polygons a bit, it started with 2234 polygons and 1250 Vertices and its down to 1326 polygons and 796 Vertices. Even at this level, it causes Oni to crash from time to time. http://edt.oni2.net/AE_Files/w27_arh.mov [[User:EdT|EdT]] 06:33, 18 August 2008 (CEST)
:::A demo with the assault-rifle-hugo weapon. I had to reduce the polygons a bit, it started with 2234 polygons and 1250 Vertices and its down to 1326 polygons and 796 Vertices. Even at this level, it causes Oni to crash from time to time. <nowiki>http://edt.oni2.net/AE_Files/w27_arh.mov</nowiki> (dead link) [[User:EdT|EdT]] 06:33, 18 August 2008 (CEST)
::::I recommend deleting the scope and grenade launcher in addition to simplifying the mesh. Also, feel free to provide the binaries so that the crash can be confirmed and investigated. --[[User:Geyser|geyser]] 04:32, 19 August 2008 (CEST)
::::I recommend deleting the scope and grenade launcher in addition to simplifying the mesh. Also, feel free to provide the binaries so that the crash can be confirmed and investigated. --[[User:Geyser|geyser]] 04:32, 19 August 2008 (CEST)
::::Here are the files, I removed the scope and grenade launcher, that seemed to be enough to get it in the game: http://edt.oni2.net/AE_Files/w27_arh.zip and yes, I'm still using the strange naming system, just to keep it consistent with what's already up.  If any of these new weapons are added to edition, feel free to name them to whatever you want. [[User:EdT|EdT]] 06:33, 19 August 2008 (CEST)
::::Here are the files, I removed the scope and grenade launcher, that seemed to be enough to get it in the game: http://edt.oni2.net/AE_Files/w27_arh.zip and yes, I'm still using the strange naming system, just to keep it consistent with what's already up.  If any of these new weapons are added to edition, feel free to name them to whatever you want. [[User:EdT|EdT]] 06:33, 19 August 2008 (CEST)
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:More placeholders: Here's the Iron Demon in Cheetah 3D http://edt.oni2.net/AE_Files/3DIronDemon.mov
:More placeholders: Here's the Iron Demon in Cheetah 3D http://edt.oni2.net/AE_Files/3DIronDemon.mov
:I got the Lab's geometry in Cheetah 3D: http://edt.oni2.net/AE_Files/3DLab1.mov and http://edt.oni2.net/AE_Files/3DLab2.mov
:I got the Lab's geometry in Cheetah 3D: http://iritscen.oni2.net/wiki/EdT-3D%20modeling%20-%20Vago%20Labs%201.mov and http://iritscen.oni2.net/wiki/EdT-3D%20modeling%20-%20Vago%20Labs%202.mov [Updated links. --Iritscen]
::Thanks! Don't forget that wireframe also looks cool. For at least one shot, I'd like to try rotating around a model in a clean circle in wireframe and fading from that movie into a textured/shaded shot with the same rotation (it might be hard to rotate consistently twice because we usually have to use the mouse). But we probably will not have time for more than one shot of level geometry; two, if we make them quick; since I plan to show at least one character model and one new weapon in Blender too. --[[User:Iritscen|Iritscen]] 17:24, 22 August 2008 (CEST)
::Thanks! Don't forget that wireframe also looks cool. For at least one shot, I'd like to try rotating around a model in a clean circle in wireframe and fading from that movie into a textured/shaded shot with the same rotation (it might be hard to rotate consistently twice because we usually have to use the mouse). But we probably will not have time for more than one shot of level geometry; two, if we make them quick; since I plan to show at least one character model and one new weapon in Blender too. --[[User:Iritscen|Iritscen]] 17:24, 22 August 2008 (CEST)
::As for consistent rotation, you can set up a basic animation for the scene or camera and don't use the mouse at all. The problem will be that for large environments your 3D tool may not be able to rotate the scene or viewport smoothly, because of "too many polygons". Even now, the rotation of the Lab is choppy and a few polygons are not rendered (e.g., the floor of the control room in the watchtower). There's always stop-motion to work around the choppiness; I have no idea what's wrong with the missing polygons in the Lab and how it can be fixed. The Demon is OK. As for wireframe, the ultra-thin lines typically used by 3D tools won't look good when downsampled to 640x480, so I'd say don't bother unless your 3D tool has settings for the visually impaired (or maybe you want to apply a convolution filter to every frame to make the lines thicker?). You can try shaded or textured with superimposed wireframe though. --[[User:Geyser|geyser]] 22:37, 22 August 2008 (CEST)
::As for consistent rotation, you can set up a basic animation for the scene or camera and don't use the mouse at all. The problem will be that for large environments your 3D tool may not be able to rotate the scene or viewport smoothly, because of "too many polygons". Even now, the rotation of the Lab is choppy and a few polygons are not rendered (e.g., the floor of the control room in the watchtower). There's always stop-motion to work around the choppiness; I have no idea what's wrong with the missing polygons in the Lab and how it can be fixed. The Demon is OK. As for wireframe, the ultra-thin lines typically used by 3D tools won't look good when downsampled to 640x480, so I'd say don't bother unless your 3D tool has settings for the visually impaired (or maybe you want to apply a convolution filter to every frame to make the lines thicker?). You can try shaded or textured with superimposed wireframe though. --[[User:Geyser|geyser]] 22:37, 22 August 2008 (CEST)
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:::I do have a backup, but I'm pretty sure you can still get it on TS: http://www.turbosquid.com/FullPreview/Index.cfm/ID/271119 --[[User:Geyser|geyser]] 07:00, 16 August 2008 (CEST)
:::I do have a backup, but I'm pretty sure you can still get it on TS: http://www.turbosquid.com/FullPreview/Index.cfm/ID/271119 --[[User:Geyser|geyser]] 07:00, 16 August 2008 (CEST)
::::Sorry, I did a search on steambo and then camageddon and nothing came up. [[User:EdT|EdT]] 15:57, 16 August 2008 (CEST)
::::Sorry, I did a search on steambo and then camageddon and nothing came up. [[User:EdT|EdT]] 15:57, 16 August 2008 (CEST)
::::Crashing steambo: http://edt.oni2.net/AE_Files/steambo.mov [[User:EdT|EdT]] 01:13, 17 August 2008 (CEST)
::::Crashing steambo: https://www.youtube.com/watch?v=5tK9VwQrcp4 [Updated link. --Iritscen] [[User:EdT|EdT]] 01:13, 17 August 2008 (CEST)
::::Oh, awesome! Thanks, Ed, I love it. --[[User:Iritscen|Iritscen]] 01:20, 17 August 2008 (CEST)
::::Oh, awesome! Thanks, Ed, I love it. --[[User:Iritscen|Iritscen]] 01:20, 17 August 2008 (CEST)
::::It wasn't hard, I took the OBAN geyser made for the delorean, put them in level8 folder, imported the steambo to level8, edited the cutscene to show only the steambo. But it only works for that brief scene. The van re-appears with the strikers right after that scene [[User:EdT|EdT]] 06:53, 17 August 2008 (CEST)
::::It wasn't hard, I took the OBAN geyser made for the delorean, put them in level8 folder, imported the steambo to level8, edited the cutscene to show only the steambo. But it only works for that brief scene. The van re-appears with the strikers right after that scene [[User:EdT|EdT]] 06:53, 17 August 2008 (CEST)