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AE:Trailer: Difference between revisions

369 bytes removed ,  15 August 2008
m
you know what? those excess bullet points are making it hard to read
(→‎Weapons: hopefully we will be putting some limits on these BGI guys in the game!)
m (you know what? those excess bullet points are making it hard to read)
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::[[User:Geyser|geyser]] 00:48, 28 July 2008 (CEST)
::[[User:Geyser|geyser]] 00:48, 28 July 2008 (CEST)


***I can do video, but I still don't know if it will be good for something (who's making trailer? Is my (sucky) wmv quality good enough or not?) --[[User:Loser|Loser]] 11:19, 5 August 2008 (CEST)
:::I can do video, but I still don't know if it will be good for something (who's making trailer? Is my (sucky) wmv quality good enough or not?) --[[User:Loser|Loser]] 11:19, 5 August 2008 (CEST)
***The WMV format is good enough at least for the placeholder trailer I have in mind: I'll be piecing stuff together in WMM, with a focus on timing and scene dynamics; eventually, either the trailer will provide a guideline for a better-quality trailer, or it can be released on its own as a last resort: of course WMM's text and video effects suck, but its straightforward workflow sorta meets my needs. So, go ahead and upload footage in 640x480 WMV, it will be put to good use - ''if'' it's awesome enough ^_^ --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)
::::The WMV format is good enough at least for the placeholder trailer I have in mind: I'll be piecing stuff together in WMM, with a focus on timing and scene dynamics; eventually, either the trailer will provide a guideline for a better-quality trailer, or it can be released on its own as a last resort: of course WMM's text and video effects suck, but its straightforward workflow sorta meets my needs. So, go ahead and upload footage in 640x480 WMV, it will be put to good use - ''if'' it's awesome enough ^_^ --[[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 on the settings he used to record Oni On Time - which I later used in Serious Konoko). --[[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 on the settings he used to record Oni On Time - which I later used in Serious Konoko). --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)


===Basic idea for the footage===
===Basic idea for the footage===
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::A very nice example, geyser. Can I have that footage without the text, by the way? It's more than an example, it's actual video I can use.
::A very nice example, geyser. Can I have that footage without the text, by the way? It's more than an example, it's actual video I can use.
::I think you and I are on the same page as to how to make the trailer exciting, geyser. As long as our video-capturing helpers keep mixing things up and recording dynamic kinds of footage, we can have a great trailer. (If possible, I will record some things too, but for now I am focusing on putting out a draft using what I've got on hand.) --[[User:Iritscen|Iritscen]] 17:30, 12 August 2008 (CEST)
::I think you and I are on the same page as to how to make the trailer exciting, geyser. As long as our video-capturing helpers keep mixing things up and recording dynamic kinds of footage, we can have a great trailer. (If possible, I will record some things too, but for now I am focusing on putting out a draft using what I've got on hand.) --[[User:Iritscen|Iritscen]] 17:30, 12 August 2008 (CEST)
::The video is nothing more than an example. It was recorded in lousy quality with the lousy example WMV in mind, keeping in mind that the car's texture is nowhere near final anyway, and that we might want to add headlight and taillight particles to the object as well. So it's nothing but a placeholder, and if a placeholder is all you need, heck, use the one with the text. The ingredients of the sequence are those I released on the DeLorean page; additionally, the camera was aligned to face 315° (with chr_facetoflag 0 63) and upwards, then placed on the sidewalk and moved forwards+right in manual camera mode 1 (no mouse control). The speed of the camera was set to gs_input_accel=1.5 --[[User:Geyser|geyser]] 19:01, 12 August 2008 (CEST)
:::The video is nothing more than an example. It was recorded in lousy quality with the lousy example WMV in mind, keeping in mind that the car's texture is nowhere near final anyway, and that we might want to add headlight and taillight particles to the object as well. So it's nothing but a placeholder, and if a placeholder is all you need, heck, use the one with the text. The ingredients of the sequence are those I released on the DeLorean page; additionally, the camera was aligned to face 315° (with chr_facetoflag 0 63) and upwards, then placed on the sidewalk and moved forwards+right in manual camera mode 1 (no mouse control). The speed of the camera was set to gs_input_accel=1.5 --[[User:Geyser|geyser]] 19:01, 12 August 2008 (CEST)




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==Intro==
==Intro==
:The intro sequence was done with [http://geyser.oni2.net/edition/trailer/intro/compound.zip this script], and an act-of-god to kill everybody at the start of the boss battle. The camera was turned slightly to the right so as to better capture the dead bodies. Recording was done with Taksi (Microsoft Video 1, rate of time compression at 1.0, compression level at 75), using Rossy's DLL for better hooking. Time inversion was done with Video Time Reversal. The text effects in WMM are rather primitive. Other notable problems are lag while recording (the open environment as well as the dish and Daodan particles make Oni use more CPU than usual) and the low detail of the dish particles.
The intro sequence was done with [http://geyser.oni2.net/edition/trailer/intro/compound.zip this script], and an act-of-god to kill everybody at the start of the boss battle. The camera was turned slightly to the right so as to better capture the dead bodies. Recording was done with Taksi (Microsoft Video 1, rate of time compression at 1.0, compression level at 75), using Rossy's DLL for better hooking. Time inversion was done with Video Time Reversal. The text effects in WMM are rather primitive. Other notable problems are lag while recording (the open environment as well as the dish and Daodan particles make Oni use more CPU than usual) and the low detail of the dish particles.
::[[User:Geyser|geyser]] 00:48, 28 July 2008 (CEST)
:[[User:Geyser|geyser]] 00:48, 28 July 2008 (CEST)




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====massive OTA gameplay====
====massive OTA gameplay====
(early on, to make people wonder: "multiplayer?")
(early on, to make people wonder: "multiplayer?")
*I should have more than enough footage for this, assuming there are no technical issues with EdT's video when I get to it. So if someone's looking to help, move on, nothing to see here :-) but we do need help with the other items listed here. --[[User:Iritscen|Iritscen]] 00:02, 15 August 2008 (CEST)
:I should have more than enough footage for this, assuming there are no technical issues with EdT's video when I get to it. So if someone's looking to help, move on, nothing to see here :-) but we do need help with the other items listed here. --[[User:Iritscen|Iritscen]] 00:02, 15 August 2008 (CEST)


====jetpacking as Barabas====
====jetpacking as Barabas====
(don't forget to add the particle to the TRAM)
(don't forget to add the particle to the TRAM)
**See: http://loser.oni2.net/Videos/Barabus_jetpack.wmv ;--EdT
:See: http://loser.oni2.net/Videos/Barabus_jetpack.wmv ;--EdT
**That's OK, I guess... except for the boring camera angle all the way through. Maybe shoot some extra sequences where a flying-shooting Barabas is seen from a static point below, or with an orbiting camera... Also, are the required binary resources available anywhere? --[[User:Geyser|geyser]] 13:11, 4 August 2008 (CEST)
:That's OK, I guess... except for the boring camera angle all the way through. Maybe shoot some extra sequences where a flying-shooting Barabas is seen from a static point below, or with an orbiting camera... Also, are the required binary resources available anywhere? --[[User:Geyser|geyser]] 13:11, 4 August 2008 (CEST)
***Well, we do need the binary resources. Personally, I think that the few seconds where Barabus flies while shooting at the Striker is useable and if we're going to show ''half'' the stuff in this list, we only have a few seconds for each feature, so more footage is not needed. My concern is more a matter of video quality, because that footage is not going to cut it. So if I get the resources, I will record something myself at high quality. --[[User:Iritscen|Iritscen]] 14:45, 4 August 2008 (CEST)
::Well, we do need the binary resources. Personally, I think that the few seconds where Barabus flies while shooting at the Striker is useable and if we're going to show ''half'' the stuff in this list, we only have a few seconds for each feature, so more footage is not needed. My concern is more a matter of video quality, because that footage is not going to cut it. So if I get the resources, I will record something myself at high quality. --[[User:Iritscen|Iritscen]] 14:45, 4 August 2008 (CEST)
***[http://loser.oni2.net/Junkyard/Barabus_jetpack.rar HERE] is alpha stage of jetpacking Barabus. Use at own risk (seriously, I don't know what it will do on your machine). Included also my version of Barabus's regeneration particles.
:::[http://loser.oni2.net/Junkyard/Barabus_jetpack.rar HERE] is alpha stage of jetpacking Barabus. Use at own risk (seriously, I don't know what it will do on your machine). Included also my version of Barabus's regeneration particles.
***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)
***Okay, I will be trying out jetpack-Barabus in the next 24 hours, so I d/led your files, Loser, but I have a dumb question: the files in Barabus_PAR3 aren't necessary for jetpacking, are they? Are those the regeneration particles for when you fight him? --[[User:Iritscen|Iritscen]] 00:00, 15 August 2008 (CEST)


====sniper scope====
====sniper scope====
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(those are easy to do, but easily overlooked by the viewer unless there's a lot of them side by side, which doesn't happen at all)
(those are easy to do, but easily overlooked by the viewer unless there's a lot of them side by side, which doesn't happen at all)
====fighting doppelgänger Mukades====
====fighting doppelgänger Mukades====
*[http://loser.oni2.net/Junkyard/Mukade_clones.rar HERE] is rar which contains scripts&files for doppelganger fight. Apply, then play rooftops, last savepoint. Good luck, take some footage and then try to defeat him, if you can ^_^. --[[User:Loser|Loser]] 11:19, 5 August 2008 (CEST)
[http://loser.oni2.net/Junkyard/Mukade_clones.rar HERE] is rar which contains scripts&files for doppelganger fight. Apply, then play rooftops, last savepoint. Good luck, take some footage and then try to defeat him, if you can ^_^. --[[User:Loser|Loser]] 11:19, 5 August 2008 (CEST)
*Thanks for the doppelgänger stuff (please don't delete anything from your account unless alloc or I tell you to; broken links suck ^_^) --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)
:Thanks for the doppelgänger stuff (please don't delete anything from your account unless alloc or I tell you to; broken links suck ^_^) --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)
*The WMV format is good enough at least for the placeholder trailer I have in mind: I'll be piecing stuff together in WMM, with a focus on timing and scene dynamics; eventually, either the trailer will provide a guideline for a better-quality trailer, or it can be released on its own as a last resort: of course WMM's text and video effects suck, but its straightforward workflow sorta meets my needs. So, go ahead and upload footage in 640x480 WMV, it will be put to good use if it's awesome enough (e.g., for Mukade, try and record a few seconds from a fixed camera). --[[User:Geyser|geyser]] 19:57, 5 August 2008 (CEST)
:The WMV format is good enough at least for the placeholder trailer I have in mind: I'll be piecing stuff together in WMM, with a focus on timing and scene dynamics; eventually, either the trailer will provide a guideline for a better-quality trailer, or it can be released on its own as a last resort: of course WMM's text and video effects suck, but its straightforward workflow sorta meets my needs. So, go ahead and upload footage in 640x480 WMV, it will be put to good use if it's awesome enough (e.g., for Mukade, try and record a few seconds from a fixed camera). --[[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)
: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://loser.oni2.net/Temporary/Doppelganger_Mukade-fight.wmv HERE] 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://loser.oni2.net/Temporary/Doppelganger_Mukade-Pure_AI2_pwnage.wmv HERE] is what actually happened on its own, I was not "helping them" to kick my @$$, they did on their own with joy and I just stared in awe ^_^. --[[User:Loser|Loser]] 16:53, 9 August 2008 (CEST)
[http://loser.oni2.net/Temporary/Doppelganger_Mukade-fight.wmv HERE] is video of Doppelganger Mukade fight, I tried to make it so you can see him cloning+lots of teleportations. Surprisingly Mukade behaves quite as if he actually KNEW he has clones. After cloning process, he often cloaks himself and then he stays in range and only observes. Bastard ^_^. And fuel for funny scenes - [http://loser.oni2.net/Temporary/Doppelganger_Mukade-Pure_AI2_pwnage.wmv HERE] is what actually happened on its own, I was not "helping them" to kick my @$$, 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 [http://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 [http://www.youtube.com/watch?v=rwF0FynUhgQ THIS] video) --[[User:Geyser|geyser]] 16:33, 12 August 2008 (CEST)
*I tried to apply the mod and record it myself, but Mukade isn't cloning himself. He has the fast teleport now, but no clones. And I would really like whatever mod you applied, Loser, to get Mukade to follow you in the Warehouse, so I can record that at high-quality and without the watermark. --[[User:Iritscen|Iritscen]] 23:47, 14 August 2008 (CEST)
:I tried to apply the mod and record it myself, but Mukade isn't cloning himself. He has the fast teleport now, but no clones. And I would really like whatever mod you applied, Loser, to get Mukade to follow you in the Warehouse, so I can record that at high-quality and without the watermark. --[[User:Iritscen|Iritscen]] 23:47, 14 August 2008 (CEST)


====modded parkouring====
====modded parkouring====
*See: http://loser.oni2.net/Videos/parkour.wmv --EdT
See: http://loser.oni2.net/Videos/parkour.wmv --EdT
====priceless moments====
====priceless moments====
Konoko pointing the gun at the secretary in One Small Mistake
Konoko pointing the gun at the secretary in One Small Mistake
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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


Is this what you had in mind? http://edt.oni2.net/AE_Files/AllChar.mov --[[User:EdT|EdT]] 02:42, 9 August 2008 (CEST)
:Is this what you had in mind? http://edt.oni2.net/AE_Files/AllChar.mov --[[User:EdT|EdT]] 02:42, 9 August 2008 (CEST)


It takes longer than I thought it would... We must take it down to 4 seconds or so by showing one ONCC for each ONCV: a red Fury with red hair, a blue one with a headband, etc. Another trick would be to show characters 3 by 3 (standing in a triangle, with their backs to the invisible player). Obviously, in both cases, you'd have to use scripts with chr_set_class (and in your case that means emulating the beta or the PC build). As yet another trick, random body sizes should be ruled out. Oh, and the location is rather dull, don't you think? There's not much for a scenery except for those (very) distant cars... That's a no-no. --[[User:Geyser|geyser]] 03:12, 12 August 2008 (CEST)
:It takes longer than I thought it would... We must take it down to 4 seconds or so by showing one ONCC for each ONCV: a red Fury with red hair, a blue one with a headband, etc. Another trick would be to show characters 3 by 3 (standing in a triangle, with their backs to the invisible player). Obviously, in both cases, you'd have to use scripts with chr_set_class (and in your case that means emulating the beta or the PC build). As yet another trick, random body sizes should be ruled out. Oh, and the location is rather dull, don't you think? There's not much for a scenery except for those (very) distant cars... That's a no-no. --[[User:Geyser|geyser]] 03:12, 12 August 2008 (CEST)


:Here's an alternative (5 seconds): [http://www.paradox.oni2.net/AE_vid/all_charas_in_lab(xvid).avi (xvid compressed: 2 MB)]; [http://www.paradox.oni2.net/AE_vid/all_charas_in_lab(fraps_raw).avi (fraps raw: 56 MB)]
:Here's an alternative (5 seconds): [http://www.paradox.oni2.net/AE_vid/all_charas_in_lab(xvid).avi (xvid compressed: 2 MB)]; [http://www.paradox.oni2.net/AE_vid/all_charas_in_lab(fraps_raw).avi (fraps raw: 56 MB)]
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====...====
====...====
===Developer mode===
===Developer mode===
**various debugging visuals (panels, lines, messages... the more, the better)
*various debugging visuals (panels, lines, messages... the more, the better)
**runtime scripting in fast-motion (spawning AI, issuing weapons, etc)
*runtime scripting in fast-motion (spawning AI, issuing weapons, etc)
**act of god (F6), shapeshifter, gunshifter (F7)
*act of god (F6), shapeshifter, gunshifter (F7)
**manual camera in single step mode, e.g., orbiting a jumping character
*manual camera in single step mode, e.g., orbiting a jumping character
**"teleportation": End, man-cam+End, Ctrl+Shift+U, and anim-freeze key
*"teleportation": End, man-cam+End, Ctrl+Shift+U, and anim-freeze key
**...
*...
===Weapons===
===Weapons===
**ultra quick slideshow of all available weapons (since it's anecdotal you can show Halo rips and swords and whatever), preferably in varied locations, with varied characters holding the guns, and of course camera angles that show the weapons advantageously... for example, you can record a full cm_orbit turn for every weapon/location and then those turns can be combined into a morphing series with the camera/body orientation of the body evolving seamlessly between scenes. As for the characters, maybe start with the 7 Konokos and then move on to different, possibly odd characters (possibility of comic relief)
*ultra quick slideshow of all available weapons (since it's anecdotal you can show Halo rips and swords and whatever), preferably in varied locations, with varied characters holding the guns, and of course camera angles that show the weapons advantageously... for example, you can record a full cm_orbit turn for every weapon/location and then those turns can be combined into a morphing series with the camera/body orientation of the body evolving seamlessly between scenes. As for the characters, maybe start with the 7 Konokos and then move on to different, possibly odd characters (possibility of comic relief)
**WMC Lite (grenade then ray, all while doing acrobatics)
*WMC Lite (grenade then ray, all while doing acrobatics)
**Telekinetic bracelet (dragging enemy around, blasting him away, preferably with some body movement, duh)
*Telekinetic bracelet (dragging enemy around, blasting him away, preferably with some body movement, duh)
**Chaingun (in the hands of an enemy, please; otherwise it's boring; Ed's "too hard Oni" is actually quite good)
*Chaingun (in the hands of an enemy, please; otherwise it's boring; Ed's "too hard Oni" is actually quite good)
**microwave chaingun, bazooka, flame thrower... pending
*microwave chaingun, bazooka, flame thrower... pending
**Chaingun Too: mini-cutscene with BGI troopers (Black Halo Spartans) mowing down Strikers and civilians
*Chaingun Too: mini-cutscene with BGI troopers (Black Halo Spartans) mowing down Strikers and civilians
***like this? http://edt.oni2.net/AE_Files/spartans1.mov [[User:EdT|EdT]] 02:06, 13 August 2008 (CEST)
::like this? http://edt.oni2.net/AE_Files/spartans1.mov [[User:EdT|EdT]] 02:06, 13 August 2008 (CEST)
***Sorta. Could have looked better with civilians panicking and running for their lives, but the final moments of this one are fine. --[[User:Geyser|geyser]] 02:24, 13 August 2008 (CEST)
:::Sorta. Could have looked better with civilians panicking and running for their lives, but the final moments of this one are fine. --[[User:Geyser|geyser]] 02:24, 13 August 2008 (CEST)
***Maybe take advantage of the aftermath of such scenes and shoot orbiting views of victorious Spartans standing over fallen foes. --[[User:Geyser|geyser]] 02:24, 13 August 2008 (CEST)
:::Maybe take advantage of the aftermath of such scenes and shoot orbiting views of victorious Spartans standing over fallen foes. --[[User:Geyser|geyser]] 02:24, 13 August 2008 (CEST)
***Congratulations on the shotgun mesh, BTW. Do you like it better as a chaingun than the "silenced" one? Maybe try and use both? --[[User:Geyser|geyser]] 02:24, 13 August 2008 (CEST)
:::Congratulations on the shotgun mesh, BTW. Do you like it better as a chaingun than the "silenced" one? Maybe try and use both? --[[User:Geyser|geyser]] 02:24, 13 August 2008 (CEST)
****Couple more spartan clips: Chain guns http://edt.oni2.net/AE_Files/spartans2.mov  Phaser rifle: http://edt.oni2.net/AE_Files/spartans3.mov  The silenced machine gun seems a bit small for the spartans. [[User:EdT|EdT]] 02:56, 15 August 2008 (CEST)
::::Couple more spartan clips: Chain guns http://edt.oni2.net/AE_Files/spartans2.mov  Phaser rifle: http://edt.oni2.net/AE_Files/spartans3.mov  The silenced machine gun seems a bit small for the spartans. [[User:EdT|EdT]] 02:56, 15 August 2008 (CEST)
*****Thanks! Wow, I kinda feel bad for the Syndicate for once. You know what other existing weapon I'd really like to see video of? The telekinetic bracelet. That's working, right? If we had that footage, I think that this section, "Weapons", would be done enough for the trailer, although certainly as long as we have time before finishing the trailer we can see what can be done about bazookas, swords, etc. For now I am only thinking about the mods that are done and can be filmed, though. Ooh, and what about some footage of Konoko firing away at enemies with a shotgun? By all means, you can pass me what files you may have and I will help capture footage. I seem to be one of, oh, three people or so that can record video ''sans'' watermarks. --[[User:Iritscen|Iritscen]] 04:08, 15 August 2008 (CEST)
:::::Thanks! Wow, I kinda feel bad for the Syndicate for once. You know what other existing weapon I'd really like to see video of? The telekinetic bracelet. That's working, right? If we had that footage, I think that this section, "Weapons", would be done enough for the trailer, although certainly as long as we have time before finishing the trailer we can see what can be done about bazookas, swords, etc. For now I am only thinking about the mods that are done and can be filmed, though. Ooh, and what about some footage of Konoko firing away at enemies with a shotgun? By all means, you can pass me what files you may have and I will help capture footage. I seem to be one of, oh, three people or so that can record video ''sans'' watermarks. --[[User:Iritscen|Iritscen]] 04:08, 15 August 2008 (CEST)


::Just a raw sample. It needs to be edited. There are 3 weapons, camera rotating around Konoko holding weapon and firing weapon. If this style is ok, I'll make more.  http://edt.oni2.net/AE_Files/weapon1_3.mov
::Just a raw sample. It needs to be edited. There are 3 weapons, camera rotating around Konoko holding weapon and firing weapon. If this style is ok, I'll make more.  http://edt.oni2.net/AE_Files/weapon1_3.mov
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===Collision effects===
===Collision effects===
**wall collision? maybe... nice comic relief with the pillar in the TCTF HQ parking lot; one scene is enough
*wall collision? maybe... nice comic relief with the pillar in the TCTF HQ parking lot; one scene is enough
**combos and throws breaking glass? definitely; one of each, please, with varied locations and player characters
*combos and throws breaking glass? definitely; one of each, please, with varied locations and player characters
**glass shards dealing damage - not sure how dramatic the effect can be; beef up the damage, kill a whole crowd?
*lass shards dealing damage - not sure how dramatic the effect can be; beef up the damage, kill a whole crowd?
**probably not characters sliding down stairs or through windows, unless it accidentally looks good ^_^
**probably not characters sliding down stairs or through windows, unless it accidentally looks good ^_^
**...
*...
 
===Combat logic===
===Combat logic===
**brutal Striker (possibly with other ONCC) pwning Konoko (e.g., tackling her, back-kicking her as she's preparing for a backbreaker, etc)
*brutal Striker (possibly with other ONCC) pwning Konoko (e.g., tackling her, back-kicking her as she's preparing for a backbreaker, etc)
**brutal Konoko (possibly with other ONCC) pwning the player (e.g., block-circle-backbreak, but ***pleeeeeeease***, not in the Warehouse!)
*brutal Konoko (possibly with other ONCC) pwning the player (e.g., block-circle-backbreak, but ***pleeeeeeease***, not in the Warehouse!)
**dodging fire spreads and projectiles (preferably in a realistic-looking situation, e.g., {{C|5}} SP1)
*dodging fire spreads and projectiles (preferably in a realistic-looking situation, e.g., {{C|5}} SP1)
**dodging grenades or Screamers: e.g., in the atrium of {{C|9}} for best results (the closer to the origin, the better)
*dodging grenades or Screamers: e.g., in the atrium of {{C|9}} for best results (the closer to the origin, the better)
**...
*...
 
===Alarm logic===
===Alarm logic===
(I'm not sure this can be visually stunning and NOLTT-friendly... depends a lot on the setting)
(I'm not sure this can be visually stunning and NOLTT-friendly... depends a lot on the setting)
**"butt-touching sensor" ***pleeeeeeease***, not in the Warehouse!
*"butt-touching sensor" ***pleeeeeeease***, not in the Warehouse!
***Don't worry, as this won't be in trailer (my opinion). REASON: You can't recognize it, in video it looks like you made some noise, not like you touched enemy. Leave this for in-game experience ^_^ '''--Loser
::Don't worry, as this won't be in trailer (my opinion). REASON: You can't recognize it, in video it looks like you made some noise, not like you touched enemy. Leave this for in-game experience ^_^ '''--Loser
***This could still look "OK" as a short cut in series with other alarm stuff. In side view, for example, the contact will be more obvious (see? varied camera angles are your friends...) --[[User:Geyser|geyser]] 16:42, 4 August 2008 (CEST)
:::This could still look "OK" as a short cut in series with other alarm stuff. In side view, for example, the contact will be more obvious (see? varied camera angles are your friends...) --[[User:Geyser|geyser]] 16:42, 4 August 2008 (CEST)
****I agree, a side angle will show the butt-touching better. In fact, because it can be shown in only a couple or a few seconds, this is more trailer-compatible than the calling-for-backup feature, which takes a little while longer to show (a simple edit or two, though, will help get the concept across in only a few seconds). So, yeah, a simple shot of Konoko touching a guy and alerting him would be good. The best possible shot (this falls under the category of "If you have the time to set up something complicated") is one where Konoko alerts a guy out in an open area, and there's another enemy in the distance in that side-angle shot pacing away so that he can't see Konoko. When the alerted guy starts fighting Konoko, the farther guy (who can't be too far away) hears the fight, turns around and heads towards them. But ultimately, that's just icing on the cake, anything is fine for now. --[[User:Iritscen|Iritscen]] 17:22, 12 August 2008 (CEST)
::::I agree, a side angle will show the butt-touching better. In fact, because it can be shown in only a couple or a few seconds, this is more trailer-compatible than the calling-for-backup feature, which takes a little while longer to show (a simple edit or two, though, will help get the concept across in only a few seconds). So, yeah, a simple shot of Konoko touching a guy and alerting him would be good. The best possible shot (this falls under the category of "If you have the time to set up something complicated") is one where Konoko alerts a guy out in an open area, and there's another enemy in the distance in that side-angle shot pacing away so that he can't see Konoko. When the alerted guy starts fighting Konoko, the farther guy (who can't be too far away) hears the fight, turns around and heads towards them. But ultimately, that's just icing on the cake, anything is fine for now. --[[User:Iritscen|Iritscen]] 17:22, 12 August 2008 (CEST)
**"dead comrade" please make the patrol discover the corpse around a corner (for a more credible "surprise"), preferably showing the player on-screen (hidden from the patrol, but visible to the camera) for a better effect
*"dead comrade" please make the patrol discover the corpse around a corner (for a more credible "surprise"), preferably showing the player on-screen (hidden from the patrol, but visible to the camera) for a better effect
***[http://loser.oni2.net/Junkyard/Pro_Iritscena.rar HERE] is what I gave to Iritscen, OUP format. Scene is in TCTF building, copfem discovers guy you killed in room behind doors near her patrol path (you have to kill him manually ^_-), she observes for a while then calls backup.
::[http://loser.oni2.net/Junkyard/Pro_Iritscena.rar HERE] is what I gave to Iritscen, OUP format. Scene is in TCTF building, copfem discovers guy you killed in room behind doors near her patrol path (you have to kill him manually ^_-), she observes for a while then calls backup.
***I've read that but haven't tested it yet. "Observes for a while" doesn't sound good. The trailer is upbeat, so the fewer pauses, the better. If there are two patrolmen, one can scan the surroundings while the other runs/calls for backup right away (see below). And what's that crap with having to kill guys manually? ^_^ --[[User:Geyser|geyser]] 16:42, 4 August 2008 (CEST)
:::I've read that but haven't tested it yet. "Observes for a while" doesn't sound good. The trailer is upbeat, so the fewer pauses, the better. If there are two patrolmen, one can scan the surroundings while the other runs/calls for backup right away (see below). And what's that crap with having to kill guys manually? ^_^ --[[User:Geyser|geyser]] 16:42, 4 August 2008 (CEST)
***[http://loser.oni2.net/Temporary/Dead_comrade_alarm.wmv VIDEO] of my dead comrade alarm scene --[[User:Loser|Loser]] 16:53, 9 August 2008 (CEST)
::[http://loser.oni2.net/Temporary/Dead_comrade_alarm.wmv VIDEO] of my dead comrade alarm scene --[[User:Loser|Loser]] 16:53, 9 August 2008 (CEST)
** "dead comrade too" make one of the patrol guys run away (call for backup, sound alarm, whatever) while the other one guards the dead body
* "dead comrade too" make one of the patrol guys run away (call for backup, sound alarm, whatever) while the other one guards the dead body
**AI stopping to fight off the player shortly before reaching an alarm console, then resuming the run once the player is stunned (the bastard has a VDG, of course)
*AI stopping to fight off the player shortly before reaching an alarm console, then resuming the run once the player is stunned (the bastard has a VDG, of course)
**group of AI noticing you after you engage one of its members (even if they can't see each other; again the camera work is essential)
*group of AI noticing you after you engage one of its members (even if they can't see each other; again the camera work is essential)
**large group of ninja (supposedly alerted) surrounding and overwhelming the player
*large group of ninja (supposedly alerted) surrounding and overwhelming the player


**I'm going to go ahead and say that the only video we need now is of someone feeling Konoko behind them as she sneaks up. I have Loser's dead-comrade-alarm vid and have incorporated it into the trailer draft, and the rest here is not going to add a lot more substantive value to the trailer, aside from the afore-mentioned feature. Better to focus on other AE features first, at least, then look at this section's list again. --[[User:Iritscen|Iritscen]] 00:06, 15 August 2008 (CEST)
I'm going to go ahead and say that the only video we need now is of someone feeling Konoko behind them as she sneaks up. I have Loser's dead-comrade-alarm vid and have incorporated it into the trailer draft, and the rest here is not going to add a lot more substantive value to the trailer, aside from the afore-mentioned feature. Better to focus on other AE features first, at least, then look at this section's list again. --[[User:Iritscen|Iritscen]] 00:06, 15 August 2008 (CEST)


===Modding tools===
===Modding tools===
**OniBrowser and AE Tools capture (show texture/geometry preview for OniBrowser)
*OniBrowser and AE Tools capture (show texture/geometry preview for OniBrowser)
**View of levels, characters and weapons in XSI/Cheetah/Blender (for characters and weapons, show a texture editor panel)
*View of levels, characters and weapons in XSI/Cheetah/Blender (for characters and weapons, show a texture editor panel)
**View of new weapons, vehicles and level parts in those editors (keep the view panning or rotating while you capture)
*View of new weapons, vehicles and level parts in those editors (keep the view panning or rotating while you capture)
**...
*...
 
===New content===
===New content===
**DeLorean (ideally a moving shot: be creative and use the OBAN available at the airport or at the TCTF HQ)
*DeLorean (ideally a moving shot: be creative and use the OBAN available at the airport or at the TCTF HQ)
**"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.
**weapons again
*weapons again
**HD Griffin (e.g. in a {{C|14}}, with a manual cam closeup on his arrival in the helicopter)
*HD Griffin (e.g. in a {{C|14}}, with a manual cam closeup on his arrival in the helicopter)
**textures (coool's Konoko texture will do fine here, but only as comic relief, admittedly)
*textures (coool's Konoko texture will do fine here, but only as comic relief, admittedly)
***Hrm, I think coool's Mukade-outfit for Konoko is quite remarkable, as is Muro's Mukade outfit... --[[User:Iritscen|Iritscen]] 00:08, 15 August 2008 (CEST)
::Hrm, I think coool's Mukade-outfit for Konoko is quite remarkable, as is Muro's Mukade outfit... --[[User:Iritscen|Iritscen]] 00:08, 15 August 2008 (CEST)
**level part candidates (turbosquid and Daz3D stuff that I haven't been talking about much)
*level part candidates (turbosquid and Daz3D stuff that I haven't been talking about much)
**...
*...


===Consolidated plot===
===Consolidated plot===
**black Strikers (aka Muro's pets): a good spot is at the end of {{C|7}}
*black Strikers (aka Muro's pets): a good spot is at the end of {{C|7}}
**Comguy ninja (maybe just a few of those in a combat stance), Kojiro facing Mai...
*Comguy ninja (maybe just a few of those in a combat stance), Kojiro facing Mai...
**Casey (challenging Konoko in the training course, or fighting alongside her; the {{C|2}} intro is a good setting to introduce him)
*Casey (challenging Konoko in the training course, or fighting alongside her; the {{C|2}} intro is a good setting to introduce him)
**BGI troopers (black Halo Spartans with phase cloaks, heavy weaponry and electric melee)
*BGI troopers (black Halo Spartans with phase cloaks, heavy weaponry and electric melee)
**BGI executives (men in black; trivially retextured male scientists; weird eyes optional)
*BGI executives (men in black; trivially retextured male scientists; weird eyes optional)
**DeLorean again? ^_^ (I even have a BGI HQ building... maybe worth an editor shot of two)
*DeLorean again? ^_^ (I even have a BGI HQ building... maybe worth an editor shot of two)
**a horde of Screamers homing in on Mai (e.g., in Hasegawa's room)
*a horde of Screamers homing in on Mai (e.g., in Hasegawa's room)
**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)
**...
*...