AE:Trailer: Difference between revisions

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No, no, he's not dead, he's… restin'!
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{{fmbox
  | text = This trailer project has passed on! This trailer is no more! It has ceased to be! It's expired and gone to meet its maker! It's a stiff! Bereft of life! It rests in peace! It's kicked the bucket, it's shuffled off its mortal coil, run down the curtain and joined the bleedin' choir invisible!! THIS IS AN EX-TRAILER!!
  }}
==General information==
==General information==
===Soundtrack===
===Soundtrack===
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==Oni highlights==
==Oni highlights==
I have retrieved high-quality footage for [https://www.youtube.com/watch?v=hauhR29Cz4E THESE] [https://www.youtube.com/watch?v=SOusNEMmxz4 TWO] YouTube videos: they cover pretty much all we want to show about Oni's original gameplay in 20 seconds. I'd only add a grenade jump to a watchtower in Chapter 14 and some parkour (either in Loser's warehouse - truck to crates to crane - or Storming-The-Rooftops style). Both nicicles (parkour and grenade jumping), however, would have to be recorded anew. As for the two aforementioned YT videos, they can be downloaded here: http://geyser.oni2.net/edition/trailer/oni
I have retrieved high-quality footage for [https://www.youtube.com/watch?v=eQaU-I_bgUk THESE] [https://www.youtube.com/watch?v=hn5SzXaPHrE TWO] [I have updated these links to point to my re-uploads of the videos. -Iritscen] YouTube videos: they cover pretty much all we want to show about Oni's original gameplay in 20 seconds. I'd only add a grenade jump to a watchtower in Chapter 14 and some parkour (either in Loser's warehouse - truck to crates to crane - or Storming-The-Rooftops style). Both nicicles (parkour and grenade jumping), however, would have to be recorded anew. As for the two aforementioned YT videos, they can be downloaded here: http://geyser.oni2.net/edition/trailer/oni/




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::Surprisingly, FCE does work fine with animated GIFs as "video" (once I adjust the speed of the clip). Not crazy about the dithering, but in some shots it may not be that noticeable. Oh, geyser, if your PC is not as hosed by OTA as Macs are, can you record some more OTA footage? I like the way Ed did it, where he was observing, not controlling Konoko. --[[User:Iritscen|Iritscen]] 17:38, 23 August 2008 (CEST)
::Surprisingly, FCE does work fine with animated GIFs as "video" (once I adjust the speed of the clip). Not crazy about the dithering, but in some shots it may not be that noticeable. Oh, geyser, if your PC is not as hosed by OTA as Macs are, can you record some more OTA footage? I like the way Ed did it, where he was observing, not controlling Konoko. --[[User:Iritscen|Iritscen]] 17:38, 23 August 2008 (CEST)
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::Ignore the GIF above, it was just a first test before trying to encode actual video. [http://geyser.oni2.net/edition/trailer/ota_test HERE] is a new test sequence: captured BMP, lossless Lagarith AVI (Lagarith is the follow-up to huffYUV) and Xvid with default settings. I certainly hope the Xvid is good enough for you, 'scen. Note that the previous sequence was accidentally recorded in 16-bit color; for this one I switched back to 32-bit. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::Ignore the GIF above, it was just a first test before trying to encode actual video. [http://geyser.oni2.net/edition/trailer/ota_test/ HERE] is a new test sequence: captured BMP, lossless Lagarith AVI (Lagarith is the follow-up to huffYUV) and Xvid with default settings. I certainly hope the Xvid is good enough for you, 'scen. Note that the previous sequence was accidentally recorded in 16-bit color; for this one I switched back to 32-bit. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::The setting is co_display=0 and draw_every_frame_multiple=3. The latter effectively makes Oni record 1 game tick out of 3, i.e., a stable 20-frames-per-game-second. I have anisotropic filtering and mip-map level cranked way up, but not Oni's character LOD (I could do that, since apparent lag does not affect the rate of the capture). Also, antialiasing doesn't seem to work in windowed mode. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::The setting is co_display=0 and draw_every_frame_multiple=3. The latter effectively makes Oni record 1 game tick out of 3, i.e., a stable 20-frames-per-game-second. I have anisotropic filtering and mip-map level cranked way up, but not Oni's character LOD (I could do that, since apparent lag does not affect the rate of the capture). Also, antialiasing doesn't seem to work in windowed mode. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::As for your (or whoever's) rigs being "hosed" by OTA, Ctrl+Shift+L is a universal workaround, even in the absence of BSL access to draw_every_frame_multiple. With the default settings, Ctrl+Shift+L allows you to render and capture every one of Oni's 60 Hz game ticks. The resulting lag (if any): 1) has no impact on the recorded footage; 2) has the appearance of a smooth slow-motion effect - the slowdown may be confusing and tedious, but the game stays totally controllable, even ''all the more'' controllable as it's basically a "smart" variant of carousel (the more stuff is going on, the slower the pacing). Provided you have enough disk space, you can thus record perfectly at 60-frames-per-game-second, and then it's up to you to decimate and reindex the frames. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::As for your (or whoever's) rigs being "hosed" by OTA, Ctrl+Shift+L is a universal workaround, even in the absence of BSL access to draw_every_frame_multiple. With the default settings, Ctrl+Shift+L allows you to render and capture every one of Oni's 60 Hz game ticks. The resulting lag (if any): 1) has no impact on the recorded footage; 2) has the appearance of a smooth slow-motion effect - the slowdown may be confusing and tedious, but the game stays totally controllable, even ''all the more'' controllable as it's basically a "smart" variant of carousel (the more stuff is going on, the slower the pacing). Provided you have enough disk space, you can thus record perfectly at 60-frames-per-game-second, and then it's up to you to decimate and reindex the frames. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
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:Here you go: http://iritscen.oni2.net/wiki/Gumby-Big%20fat%20OTA%20vid.mov [Updated link. --Iritscen] (Warning, 15 minutes and 500+ MB). I'm sure there is something in there that you can use. I like the second battle the best, but that is just me. [[User:Gumby|Gumby]] 21:48, 25 August 2008 (CEST)
:Here you go: http://iritscen.oni2.net/wiki/Gumby-Big%20fat%20OTA%20vid.mov [Updated link. --Iritscen] (Warning, 15 minutes and 500+ MB). I'm sure there is something in there that you can use. I like the second battle the best, but that is just me. [[User:Gumby|Gumby]] 21:48, 25 August 2008 (CEST)
::Wow, that will certainly do. Okay, no more OTA video from anyone! :-) While you're on a roll, Gumby, would you like to record the fight from the One Tiny Mistake scenario? I have the opening cutscene already. --[[User:Iritscen|Iritscen]] 23:12, 25 August 2008 (CEST)
::Wow, that will certainly do. Okay, no more OTA video from anyone! :-) While you're on a roll, Gumby, would you like to record the fight from the One Tiny Mistake scenario? I have the opening cutscene already. --[[User:Iritscen|Iritscen]] 23:12, 25 August 2008 (CEST)
:::Make sure you actually watch it before you decide you like it :). I would suggest increasing the brightness for that clip, BTW. Sure, I'll record it, if I have time tonight\tomorrow. (Also, YT sized version - http://www.youtube.com/watch?v=HckmJHKyYl4&fmt=6 ) [[User:Gumby|Gumby]] 07:49, 26 August 2008 (CEST)
:::Make sure you actually watch it before you decide you like it :). I would suggest increasing the brightness for that clip, BTW. Sure, I'll record it, if I have time tonight\tomorrow. (Also, YT sized version - https://www.youtube.com/watch?v=HckmJHKyYl4&fmt=6 ) [[User:Gumby|Gumby]] 07:49, 26 August 2008 (CEST)
::::Sometime, we need to add MC into that level too. :) [[User:Gumby|Gumby]] 07:53, 26 August 2008 (CEST)
::::Sometime, we need to add MC into that level too. :) [[User:Gumby|Gumby]] 07:53, 26 August 2008 (CEST)
::The many flavors of black MCs (tanker, striker, muro, ninja, murzilla) will make a nice adverse team (maybe I should also release the [http://geyser.oni2.net/pics/screenshots/teaser.png BGi executives] for good measure). That will probably happen another "bonus level", probably an "all-stars" TCTF HQ. --[[User:Geyser|geyser]] 20:30, 26 August 2008 (CEST)
::The many flavors of black MCs (tanker, striker, muro, ninja, murzilla) will make a nice adverse team (maybe I should also release the [[:Image:BGI teaser.png|BGi executives]] for good measure). That will probably happen another "bonus level", probably an "all-stars" TCTF HQ. --[[User:Geyser|geyser]] 20:30, 26 August 2008 (CEST)
:::Yes, please release the BGI executives [[User:EdT|EdT]] 20:33, 26 August 2008 (CEST)
:::Yes, please release the BGI executives [[User:EdT|EdT]] 20:33, 26 August 2008 (CEST)


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(characters appearing where they don't belong: globalization, chr_location, etc)
(characters appearing where they don't belong: globalization, chr_location, etc)
:Konoko on the rooftops: http://iritscen.oni2.net/wiki/EdT-Konoko%20on%20roof.mov [Updated link. --Iritscen] [[User:EdT|EdT]] 04:49, 16 August 2008 (CEST)
:Konoko on the rooftops: http://iritscen.oni2.net/wiki/EdT-Konoko%20on%20roof.mov [Updated link. --Iritscen] [[User:EdT|EdT]] 04:49, 16 August 2008 (CEST)
::Hm, the outfit is ugly and the camera going through the building is a no-no, but other than that it has promise ^_^ and a smooth-moving manual camera is definitely an improvement over "invisible midget Konoko running around". The rooftop you chose is somehow not very impressive; sometimes an ugly rooftop set against a good-looking background can be much better, see the ending frame [http://www.youtube.com/watch?v=6GKAbX1BB9I HERE] for example. Maybe you can set up a big brawl (Last Man Standing?) in some improbable place? Not this place, probably ^_^... not quite sure which one... maybe those Take Me Down sites - as long as the AI don't have too much space, they'll fight each other even without a pathfinding grid. I think it would look great if you fly into/over/by such a brawl, which would be visible from far away (unlike Konoko) because of the melee flashes. Note: you can make the camera fly faster by increasing gs_input_accel --[[User:Geyser|geyser]] 05:43, 16 August 2008 (CEST)
::Hm, the outfit is ugly and the camera going through the building is a no-no, but other than that it has promise ^_^ and a smooth-moving manual camera is definitely an improvement over "invisible midget Konoko running around". The rooftop you chose is somehow not very impressive; sometimes an ugly rooftop set against a good-looking background can be much better, see the ending frame [https://www.youtube.com/watch?v=6GKAbX1BB9I HERE] for example. Maybe you can set up a big brawl (Last Man Standing?) in some improbable place? Not this place, probably ^_^... not quite sure which one... maybe those Take Me Down sites - as long as the AI don't have too much space, they'll fight each other even without a pathfinding grid. I think it would look great if you fly into/over/by such a brawl, which would be visible from far away (unlike Konoko) because of the melee flashes. Note: you can make the camera fly faster by increasing gs_input_accel --[[User:Geyser|geyser]] 05:43, 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)
:::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)
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:::Perhaps another placeholder with geyser's griffin: https://www.youtube.com/watch?v=Cbvbpulnads --'''EdT''' [Updated link. --Iritscen]
:::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 *rolling eyes* --[[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)
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:There might be a problem with the FRAPS watermark. I encourage you to use Taksi to record the AVI (this implies further losses, but some codecs offer a decent compromise; see, e.g., Tracker's recommendations as for recording Oni On Time). --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)
:There might be a problem with the FRAPS watermark. I encourage you to use Taksi to record the AVI (this implies further losses, but some codecs offer a decent compromise; see, e.g., Tracker's recommendations as for recording Oni On Time). --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)
[http://iritscen.oni2.net/wiki/Loser-Mukade%20clone%20fight%201.mov HERE] [Link updated. --Iritscen] is video of Doppelganger Mukade fight, I tried to make it so you can see him cloning+lots of teleportations. Surprisingly Mukade behaves quite as if he actually KNEW he has clones. After cloning process, he often cloaks himself and then he stays in range and only observes. Bastard ^_^. And fuel for funny scenes - [http://iritscen.oni2.net/wiki/Loser-Mukade%20clone%20fight%202.mov HERE] [Link updated. --Iritscen] is what actually happened on its own, I was not "helping them" to kick my @$$, they did on their own with joy and I just stared in awe ^_^. --[[User:Loser|Loser]] 16:53, 9 August 2008 (CEST)
[http://iritscen.oni2.net/wiki/Loser-Mukade%20clone%20fight%201.mov HERE] [Link updated. --Iritscen] is video of Doppelganger Mukade fight, I tried to make it so you can see him cloning+lots of teleportations. Surprisingly Mukade behaves quite as if he actually KNEW he has clones. After cloning process, he often cloaks himself and then he stays in range and only observes. Bastard ^_^. And fuel for funny scenes - [http://iritscen.oni2.net/wiki/Loser-Mukade%20clone%20fight%202.mov HERE] [Link updated. --Iritscen] is what actually happened on its own, I was not "helping them" to kick my @$$, they did on their own with joy and I just stared in awe ^_^. --[[User:Loser|Loser]] 16:53, 9 August 2008 (CEST)
:Erm, whatever happened to the video quality? "When we said sucky, we didn't mean ''that'' sucky..." Seriously, parkour.wmv looked much better than that. And why the fraps do the Mukades have some whitish texture without reflectivity? Is this supposed to look cool? Huh. The teleportations and pwnage will make nice placeholders though, thanks ^_^ While you're at it (covering Mukade), maybe you can show off some teleportation techniques (dev mode) playing as him. And don't forget the Mukade chasing you along (it actually looks good enough in the warehouse, for once, so just upload the footage you used for [https://www.youtube.com/watch?v=rwF0FynUhgQ THIS] video) --[[User:Geyser|geyser]] 16:33, 12 August 2008 (CEST)
:Erm, whatever happened to the video quality? "When we said sucky, we didn't mean ''that'' sucky..." Seriously, parkour.wmv looked much better than that. And why the fraps do the Mukades have some whitish texture without reflectivity? Is this supposed to look cool? Huh. The teleportations and pwnage will make nice placeholders though, thanks ^_^ While you're at it (covering Mukade), maybe you can show off some teleportation techniques (dev mode) playing as him. And don't forget the Mukade chasing you along (it actually looks good enough in the warehouse, for once, so just upload the footage you used for [https://www.youtube.com/watch?v=NQE-LjM9GqM THIS] video) --[[User:Geyser|geyser]] 16:33, 12 August 2008 (CEST)


====modded parkouring====
====modded parkouring====
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showing off all available character classes (since it's anecdotal you can also show Motoko and whoever), preferably in some nice place(s), with an orbiting camera
showing off all available character classes (since it's anecdotal you can also show Motoko and whoever), preferably in some nice place(s), with an orbiting camera


mini-page here: [[AE:Shapeshifting]]
mini-page here: [[AE:Trailer/Shapeshifting]]


====...====
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::::::Here's all the weapons in a level plugin form. http://edt.oni2.net/AE_Files/NewWeapons.zip  The telekinetic bracelet is already part of AE.  Just scroll through the weapons and you'll find it. OniRULES Plasma Rifle is just too brutal, but it should make the Trailer look interesting! [[User:EdT|EdT]] 04:21, 15 August 2008 (CEST)
::::::Here's all the weapons in a level plugin form. http://edt.oni2.net/AE_Files/NewWeapons.zip  The telekinetic bracelet is already part of AE.  Just scroll through the weapons and you'll find it. OniRULES Plasma Rifle is just too brutal, but it should make the Trailer look interesting! [[User:EdT|EdT]] 04:21, 15 August 2008 (CEST)
:::::::Yeah, we'll have to balance the weapons for gameplay at some point, but I have to say, the plasma rifle is a beautiful thing to behold. Look forward to trying these out soon. --[[User:Iritscen|Iritscen]] 04:30, 15 August 2008 (CEST)
:::::::Yeah, we'll have to balance the weapons for gameplay at some point, but I have to say, the plasma rifle is a beautiful thing to behold. Look forward to trying these out soon. --[[User:Iritscen|Iritscen]] 04:30, 15 August 2008 (CEST)
::::::::The plasma rifle is not a beautiful thing to behold, because it's ripped from Halo and not even textured right. Badass Spartans are OK (but they'll definitely have to be portrayed fighting badass melee as a complement), but I have a feeling that we'll wear out our welcome with pretty much everybody if we show them wielding crappy weapons ''or'', god forbid, further Halo rips. With some creativity, however, you can make it all right again in no time, and solve all of the major or minor concerns listed above.  First, you can say goodbye to the Halo-ripped plasma rifle mesh, but you can keep the particle. It is brutal, yes, but no more than the chaingun (it's actually halfway between the microwave chaingun I had in mind and the laser Gumby has been working on), and definitely fits the death-squad profile of the BGI troops. As a mesh, you can use the Pallet (we'll just call this one a cameo, OK?), or you can use [http://www.turbosquid.com/3d-models/directx-assault-rifle-hugo-3274/372367 THIS ONE] (a bit too high-poly, would need trimming), ''or'' you can use the silenced chaingun, aptly retextured so that the silencer becomes some sort of meta-magnetron generating ''this''... I guess you won't call the chaingun mesh too small if it packs such a devastating power. As for the shotgun, I don't think much of it so far, but it's just futuristic enough so it's OK, and I guess it could be "onified" by adding some contrast and color to the texture... I suppose it will do fine as a placeholder for the time of the trailer anyway. Oh, and of course it looks more naturally as a shotgun than as a chaingun ^_^ Now, as for the "weapons" section being "done enough" - objection! let's see some actual camera work, first, not an invisible midget Konoko running around... or let's see the Spartans mow down some civilians or TCTF, with different weapons, in different places, preferably in epic numbers (One Small Mistake, anyone?)... I mean, has no one noticed the Russian video down there? that's how it's done. And as for "the time we have before finishing the trailer" - let's face it, we'll be lucky if we wrap it up by Christmas... but just having the potential to make a great trailer (by Christmas) is no little thing. So let's keep it up, it's looking good... nowhere near the real thing, but promising. --[[User:Geyser|geyser]] 06:49, 16 August 2008 (CEST)
::::::::The plasma rifle is not a beautiful thing to behold, because it's ripped from Halo and not even textured right. Badass Spartans are OK (but they'll definitely have to be portrayed fighting badass melee as a complement), but I have a feeling that we'll wear out our welcome with pretty much everybody if we show them wielding crappy weapons ''or'', god forbid, further Halo rips. With some creativity, however, you can make it all right again in no time, and solve all of the major or minor concerns listed above.  First, you can say goodbye to the Halo-ripped plasma rifle mesh, but you can keep the particle. It is brutal, yes, but no more than the chaingun (it's actually halfway between the microwave chaingun I had in mind and the laser Gumby has been working on), and definitely fits the death-squad profile of the BGI troops. As a mesh, you can use the Pallet (we'll just call this one a cameo, OK?), or you can use this one (<nowiki>https://www.turbosquid.com/3d-models/directx-assault-rifle-hugo-3274/372367</nowiki>, dead link) (a bit too high-poly, would need trimming), ''or'' you can use the silenced chaingun, aptly retextured so that the silencer becomes some sort of meta-magnetron generating ''this''... I guess you won't call the chaingun mesh too small if it packs such a devastating power. As for the shotgun, I don't think much of it so far, but it's just futuristic enough so it's OK, and I guess it could be "onified" by adding some contrast and color to the texture... I suppose it will do fine as a placeholder for the time of the trailer anyway. Oh, and of course it looks more naturally as a shotgun than as a chaingun ^_^ Now, as for the "weapons" section being "done enough" - objection! let's see some actual camera work, first, not an invisible midget Konoko running around... or let's see the Spartans mow down some civilians or TCTF, with different weapons, in different places, preferably in epic numbers (One Small Mistake, anyone?)... I mean, has no one noticed the Russian video down there? that's how it's done. And as for "the time we have before finishing the trailer" - let's face it, we'll be lucky if we wrap it up by Christmas... but just having the potential to make a great trailer (by Christmas) is no little thing. So let's keep it up, it's looking good... nowhere near the real thing, but promising. --[[User:Geyser|geyser]] 06:49, 16 August 2008 (CEST)
:::::::::When I said it was "beautiful", I actually meant the particles more than anything, since I hadn't gotten much of a look at the weapon in use. But I totally agree that we need to move away from Halo rips and have mentioned this on the forum.
:::::::::When I said it was "beautiful", I actually meant the particles more than anything, since I hadn't gotten much of a look at the weapon in use. But I totally agree that we need to move away from Halo rips and have mentioned this on the forum.
:::::::::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)
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:::Thanks for the all-character shapeshifting movie above, Ed, it's quite useful. As far as the weapons movies are concerned, I think geyser and I wanted to see them being used in combat, by Konoko or even by the enemy. We'll only have a few moments to make an impression with each new weapon, so we want those moments to be exciting. geyser made some suggestions in this section, as to how to use the weapons, that maybe you can try, if you have the time. Thanks for all your work so far! --[[User:Iritscen|Iritscen]] 23:27, 11 August 2008 (CEST)
:::Thanks for the all-character shapeshifting movie above, Ed, it's quite useful. As far as the weapons movies are concerned, I think geyser and I wanted to see them being used in combat, by Konoko or even by the enemy. We'll only have a few moments to make an impression with each new weapon, so we want those moments to be exciting. geyser made some suggestions in this section, as to how to use the weapons, that maybe you can try, if you have the time. Thanks for all your work so far! --[[User:Iritscen|Iritscen]] 23:27, 11 August 2008 (CEST)
:::Here Ed was primarily responding to the weapon-kaleidoscope idea (those lengthy orbits would be smashed into one, lasting about 1 second for every 4 weapons), but regrettably the locations for the orbiting views of the first 2 guns are drop-dead dull. As for showing off the exact operating mode of the weapons: 1) the weapon must be shown from ''anywhere '''but''''' back or 3/4 back view - either head-on or in profile or in 3/4 front; 2) only the new weapons need to be shown (unless we're highlighting dodging and such); 3) this should take place in ''the nicest locations we can find''; 4) possibly the guns should be wielded by new characters (e.g., BGI handguns would be operated by BGI execs, machineguns and WMC Lites - by Spartans, etc); 5) all that should ideally be staged as small cutscenes from scratch, or (if you're lazy) by giving new guns to some AI in the original logic and trying to play through those parts. A trailer is supposed to show ingame ''action'', dammit. Otherwise we will come across as, well, lazy and uncreative; and that's about the last thing we want to come across as. Oh well, I guess I'll have to offer more ingredients and guidance... --[[User:Geyser|geyser]] 03:37, 12 August 2008 (CEST)
:::Here Ed was primarily responding to the weapon-kaleidoscope idea (those lengthy orbits would be smashed into one, lasting about 1 second for every 4 weapons), but regrettably the locations for the orbiting views of the first 2 guns are drop-dead dull. As for showing off the exact operating mode of the weapons: 1) the weapon must be shown from ''anywhere '''but''''' back or 3/4 back view - either head-on or in profile or in 3/4 front; 2) only the new weapons need to be shown (unless we're highlighting dodging and such); 3) this should take place in ''the nicest locations we can find''; 4) possibly the guns should be wielded by new characters (e.g., BGI handguns would be operated by BGI execs, machineguns and WMC Lites - by Spartans, etc); 5) all that should ideally be staged as small cutscenes from scratch, or (if you're lazy) by giving new guns to some AI in the original logic and trying to play through those parts. A trailer is supposed to show ingame ''action'', dammit. Otherwise we will come across as, well, lazy and uncreative; and that's about the last thing we want to come across as. Oh well, I guess I'll have to offer more ingredients and guidance... --[[User:Geyser|geyser]] 03:37, 12 August 2008 (CEST)
:::An example of the kind of action scenes that could showcase new characters and weapons (go [http://www.pochta.ru/download.php/?file=:trail.rar&host=ghk.nm.ru/flashcard&user=ghk&lng=ru HERE] and click on the nice button center-top that says "скачать"). Picking fragments from such scenes (a second here, another there) can also make fine contributions to the "mixed bag" section. --[[User:Geyser|geyser]] 01:55, 13 August 2008 (CEST)
:::An example of the kind of action scenes that could showcase new characters and weapons (go to <nowiki>https://www.pochta.ru/download.php/?file=:trail.rar&host=ghk.nm.ru/flashcard&user=ghk&lng=ru</nowiki> (dead link)) and click on the nice button center-top that says "скачать"). Picking fragments from such scenes (a second here, another there) can also make fine contributions to the "mixed bag" section. --[[User:Geyser|geyser]] 01:55, 13 August 2008 (CEST)


===Collision effects===
===Collision effects===
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::*In general 3D tools can create movies with a specified framerate even if they're not able to render an animation in realtime.
::*In general 3D tools can create movies with a specified framerate even if they're not able to render an animation in realtime.
::*I suppose I could animate the camera in OniGame to produce such a movie if someone really wants it.
::*I suppose I could animate the camera in OniGame to produce such a movie if someone really wants it.
::*This is better than wireframe: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/Images/cartoony.png Cartoony] :)
::*This is better than wireframe: <nowiki>http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/Images/cartoony.png</nowiki> (dead link) :)
::[[User:Neo|Neo]]
::[[User:Neo|Neo]]
:::I don't think it's a problem if the model is not displayed "correctly" in the editor as long as it's recognizable as a level. The point is just to show that we can work on the 3D models. That's why wireframe looks cool, because it's all "techy"-looking, like it's a work in progress. However, I do like your cartoon render as well :-)
:::I don't think it's a problem if the model is not displayed "correctly" in the editor as long as it's recognizable as a level. The point is just to show that we can work on the 3D models. That's why wireframe looks cool, because it's all "techy"-looking, like it's a work in progress. However, I do like your cartoon render as well :-)
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*"Carmaggeddonish" SteamBo (basically a replacement for the van that breaks into the TCTF HQ's lobby.
*"Carmaggeddonish" SteamBo (basically a replacement for the van that breaks into the TCTF HQ's lobby.
::Did you save the Steambo model?  I noticed that its not on Turbosquid anymore. [[User:EdT|EdT]] 06:52, 16 August 2008 (CEST)
::Did you save the Steambo model?  I noticed that its not on Turbosquid anymore. [[User:EdT|EdT]] 06:52, 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)
:::I do have a backup, but I'm pretty sure you can still get it on TS: <nowiki>https://www.turbosquid.com/FullPreview/Index.cfm/ID/271119</nowiki> (dead link) --[[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: https://www.youtube.com/watch?v=5tK9VwQrcp4 [Updated link. --Iritscen] [[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)
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::::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)
::::As far as I can see, you didn't use the animated wheels (admittedly, the glass makes this hard to notice, and then the car heads towards the camera). Considering the "caliber" of the damage, maybe the car needs to be made bigger (it will be bigger anyway if you match the spacing of the wheel OBANs), and in any case the blades at the front should be replaced with something more consistent with the damage, like a huge plough/ram. Another thing to change is the color (I'd rotate the color map to make it blue or green or whatever; however, you'll have to make clever use of masks to avoid messing up the rust). Maybe an even more creative retexturing will be needed so that it looks less like a battered Countach and more like a Countach-inspired tank (think Tumbler). And also, of course, the "Soviet Russian" steam engine needs to be adapted as a fuel/nitro reservoir, rocket or bomb. A rocket would have unignorable particle trails and would also justify the impressive damage. Just as a FYI, I intended to have the Countach explode, so as to let the van with the troops drive through the breach, leaving the static level geometry unchanged: I am not yet sure what form this would eventually take, but for the trailer it won't matter. Maybe we could tape explosives (à la mad bomber) all over the car's body, to make it clearly identifiable as a suicide car - but in that case why wouldn't it explode on impact? Tricky dilemma. Maybe the rocket+ram is the best solution for the trailer. --[[User:Geyser|geyser]] 13:13, 18 August 2008 (CEST)
::::As far as I can see, you didn't use the animated wheels (admittedly, the glass makes this hard to notice, and then the car heads towards the camera). Considering the "caliber" of the damage, maybe the car needs to be made bigger (it will be bigger anyway if you match the spacing of the wheel OBANs), and in any case the blades at the front should be replaced with something more consistent with the damage, like a huge plough/ram. Another thing to change is the color (I'd rotate the color map to make it blue or green or whatever; however, you'll have to make clever use of masks to avoid messing up the rust). Maybe an even more creative retexturing will be needed so that it looks less like a battered Countach and more like a Countach-inspired tank (think Tumbler). And also, of course, the "Soviet Russian" steam engine needs to be adapted as a fuel/nitro reservoir, rocket or bomb. A rocket would have unignorable particle trails and would also justify the impressive damage. Just as a FYI, I intended to have the Countach explode, so as to let the van with the troops drive through the breach, leaving the static level geometry unchanged: I am not yet sure what form this would eventually take, but for the trailer it won't matter. Maybe we could tape explosives (à la mad bomber) all over the car's body, to make it clearly identifiable as a suicide car - but in that case why wouldn't it explode on impact? Tricky dilemma. Maybe the rocket+ram is the best solution for the trailer. --[[User:Geyser|geyser]] 13:13, 18 August 2008 (CEST)
:::::[http://www.youtube.com/watch?v=9rErY_BwwLw Dilemma?] --'''Dox'''
:::::[https://www.youtube.com/watch?v=9rErY_BwwLw Dilemma?] --'''Dox'''
::::::Yeah. The problem is that if the Countach explodes without a trace (except for some decals and debris, maybe), then there's no clear reason why any part of the curtain wall should remain standing, or at least why it should remain twisted inwards. If the car travels far inside the lobby before exploding, that could look OK, but eventually I think the only decent-looking way will be to keep the car, as a burning wreck. Sadly, this would need some good modeling/texturing/animating work, so that's not about to happen. This doesn't change the trailer scene anyway: the Countach should be larger, meaner, and with some kind of ramming device instead of the blades... Hmmmmmmmm... Maybe the Countach could be pushing the van around? too weird? I hope that doesn't mean I'm running out of inspiration... ^_^ --[[User:Geyser|geyser]] 03:54, 19 August 2008 (CEST)
::::::Yeah. The problem is that if the Countach explodes without a trace (except for some decals and debris, maybe), then there's no clear reason why any part of the curtain wall should remain standing, or at least why it should remain twisted inwards. If the car travels far inside the lobby before exploding, that could look OK, but eventually I think the only decent-looking way will be to keep the car, as a burning wreck. Sadly, this would need some good modeling/texturing/animating work, so that's not about to happen. This doesn't change the trailer scene anyway: the Countach should be larger, meaner, and with some kind of ramming device instead of the blades... Hmmmmmmmm... Maybe the Countach could be pushing the van around? too weird? I hope that doesn't mean I'm running out of inspiration... ^_^ --[[User:Geyser|geyser]] 03:54, 19 August 2008 (CEST)
:::::::Speaking purely from a point of logic, not feasability, I doubt the Countach is heavy and large enough to make a hole for the assault van with or without a ramming attachment (which would weigh down the front of the car and make it undriveable), meaning it either has to fire a rocket or use the tried-and-true kamikaze method. If it fires a rocket, what's the point? They might as well fire that from the van (it'd be a lot easier). So the Countach-bomb is the only thing that makes sense if we're definitely going to use that model here.
:::::::Speaking purely from a point of logic, not feasability, I doubt the Countach is heavy and large enough to make a hole for the assault van with or without a ramming attachment (which would weigh down the front of the car and make it undriveable), meaning it either has to fire a rocket or use the tried-and-true kamikaze method. If it fires a rocket, what's the point? They might as well fire that from the van (it'd be a lot easier). So the Countach-bomb is the only thing that makes sense if we're definitely going to use that model here.
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*Iron Demon (the best we can do is editor shots of either model, preferably the Walker)
*Iron Demon (the best we can do is editor shots of either model, preferably the Walker)
*...
*...
[[Category:Anniversary Edition]]
 
[[Category:Obsolete AE mods]]