AE:Trailer: Difference between revisions

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No, no, he's not dead, he's… restin'!
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m (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=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
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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:::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)
:::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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:::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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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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:::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 [https://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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*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]]