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I'm wondering if someone actually has the model of the Apollo bomber used in the intro scene. I remember seeing a screenshot of it in the Port board, and a new Apollo skin based off of it, so it's likely that such an asset would be crazy useful for you.Yeah, the new Apollo skin is hiding somewhere in the boards, if anyone needs it I can still upload it somewhere. It's still a fighter and not a bomber though, I mean it's 1 seat and not 2 seats like in the cutscene.
Please [lvlshot]!
Looks quite impressive though. :yes:
Hmmm, so I guess the question is...
Do we want the Apollo to look like the original cutscene OR do we want it to look like what an Apollo should look like?
When the time comes I'll need someone to wrap them up into a new VP file. Maybe fs1cutscenes_hi.vp?Anything goes, as long as it comes before FS1OGGcutscenepack.vp alphabetically.
Besides, packing them inside a vp is not necessary. You could just distribute the files.
Yeah... I'm working on the nebulas. Turns out they are more difficult that I had thought they would be.
Is there no HTL Apollo?
I'm not sure about the Colossus.
Don't you see his co-pilot's body though?Hmmm, so I guess the question is...
Do we want the Apollo to look like the original cutscene OR do we want it to look like what an Apollo should look like?
The original script had the pilot mentioning that his co-pilot was dead. This was cut out later. So... hmm.
Also, for the FS2 cutscenes, did anyone ever HTL or otherwise improve the Colossus?
Don't you see his co-pilot's body though?
And what did you use to make those?
Here is what I have on Ancients 5 so far. The fire is really giving me a hard time... I figured I would post it and see if anyone has any suggestions.
Images Deleted
Yeah, that fire needs a lot of work. I think you need to try entirely different techniques from the one you're currently using.
Perhaps you could animate a 2D bitmap and use that for the corona?
I'm going to work a little on the colors for the sun, but I don't think it will change too drastically. I like that the new one looks like it has life. It looks hot and full of energy, where as the old one looks like a marble with effects. (IMO)Yea, the original over does the effect, and your version is very good. Still, a slightest of color/intensity adjustment might make it look even better, imho.
coronas aren't fire. in some of the previous renderings it looks like fire flickering from the sun producing ember. they're actually plasma which follow the curve of the sun's magnetic field. visually, it should be continuous, extending out from the sun in arcs or loops with the appearance of water or thick mist, not necessarily burry and out of focus.
However in this case I think the intention and purpose is to imitate the look, feel and impression of the original, just in higher quality. Quite a bit like FS Upgrade as a whole.
These are seriously high-quality. :yes: The most recent sun looks awesome, I say keep it. :)I agree. I think the ideal goal here should be faithful re-creations of the cutscenes as a whole, not pixel-perfect exact matching of every single color and effect. There's no need to break out the eyedropper tool. :p
There's no need to break out the eyedropper tool.
There is a lot of red in the original EndGame. Really, the only green is behind the antenna things on the front. But the more I get this thing lit properly, he more it looks like it needs a higher-res texture... I guess I could redo it... but that is gonna add a significant chunk of time to the project.
By the way... did I mention that I hate texturing? If anyone feels up to putting together a green/red Luci texture in super high res, you will be my greatest hero. Otherwise, I'll just have to do it myself...
I don't know about that... I'm so fond with the red theme on the Lucy... I would rather have it all red.
In the cutscene it's red, in-game it's red. I say stick to the original colour scheme. Yes, alright, it was green in an early developer-only version, but the Lucifer (and the Shivans in general) are commonly known to be mainly red.
The engine exhausts look good, although they could be a bit more glowy IMHO; also, that white light bar looks a tad bit overdone. I like it, but it's too much as is.
@mjn.mixael
Little Question:
Are you going to use the original sound/music-files from the VPs, - from the old Videos - or from this Thread: http://www.hard-light.net/forums/index.php?topic=43106.0 ?
I've had longer render times :P ask the ED team about the nebula render I did :D
Just to reiterate, the scenes on Vimeo are dark because of the Vimeo codec. They aren't that dark originally and shouldn't be in the final format. 20 hours left for Ancients 5!That's very good to know. That's about the only concern I had and I'm glad it's a moot point.
I also tried to give the Ursa a bit more of a jolt when the explosions happen near it.
I need to watch less spoony expirement.
I don't know if you heard about that, but there are some renders made by Volition, available here (http://cp.nukelol.com/renders.zip). Perhaps they could be used as a reference.
Oh yeah, I'll definitely be making all the Terran, Shivan, and Vasudan models available. They could be well used by the community. (Hi-res ANIs anyone?)
A nitpick: can you tone down the color saturation on the engine glows? And make the Vasudans' orange instead of green? There's a good lad.
Just had a though about EndGame. Would you guys be interested in seeing the "damaged ship" lightning?
Just had a though about EndGame. Would you guys be interested in seeing the "damaged ship" lightning?
Considering I wrote a patch just to make it possible to get rid of that lightning in-game, what do you think? :p I vote "no thanks."
Niggling annoying frustrating little problem I have with it....I realise that the originals suffered from it slightly too, but does it really have to jerk so much? camera panning can be supersmooth and in some of these more majestic shots surely it should be as smooth as possible..?
If you look at the edges of the rotational movement on pretty much any of the videoclips you'll see what I mean (assuming it's not my video codec acting up), but it seems to lurch across the screen instead of roll across it.. fixable? am I being overly fussy? =<
Great work overall though, I perhaps agree with the guy who commented on some of the non-focal points being a bit too dark/quite/understated but yea awesome work in my opinion, just needs a little polish.
I am smitten with your Ancients 4 by the way.
The planet in Ancients 3 should look a little more hi-res, though I'm still considering making a super hi-res map to use on it. (because the planet takes up half the screen the map would have to be something ridiculous with around 5000 pixels in it's width.
...and make it look better...
...and make it look better...
Fixed.
Talking about Ancients 2 more than any of the others, though, it's the most obvious of them and the problem is there with all of them, the problem with that IS, it might be my computer (as I hinted), but, if you fullscreen Ancients 2, on my screen the stars jump about half their width across the screen every half second or so (I wish I knew how to explain it better, instinctively I wanna blame my PC but since my PC can handle high-res playback on iPlayer which uses the same tech...), watching it in non-full screen, just as an embed in vimeo it looks smooth, so it might be the upscaling or it might be my PC ;PQuoteNiggling annoying frustrating little problem I have with it....I realise that the originals suffered from it slightly too, but does it really have to jerk so much? camera panning can be supersmooth and in some of these more majestic shots surely it should be as smooth as possible..?
If you look at the edges of the rotational movement on pretty much any of the videoclips you'll see what I mean (assuming it's not my video codec acting up), but it seems to lurch across the screen instead of roll across it.. fixable? am I being overly fussy? =<
Great work overall though, I perhaps agree with the guy who commented on some of the non-focal points being a bit too dark/quite/understated but yea awesome work in my opinion, just needs a little polish.
Are you talking about the Ancients videos or the EndGame preview? I can't imagine you are talking about Ancients.
EndGame should be pretty smooth on the wide shots as there is little movement. The closeups (especially with the Ursa) have some wiggle that corresponds to the explosions. Maybe that's what you are talking about?
But I do agree on the polish. That's why I don't want to release them so quickly even though they seem complete. I want to have time to look them over, let them sit, and see if I still like them when I come back to them. It's a process that helps me get things really polished.
Would a seperate file in /data take priority over one in the .vps?I'm not sure how the hierarchy among the VP files is, but a file in the data folder (or rather subfolder of data) always takes priority over those inside the VPs, if they are named correctly that is.
Don't worry about packaging them in VPs. We can handle that, All you need to do is make sure they're OGG encoded and strike a nice balance between quality and filesize.
[...]
Mehrpack, I'm not entirely sure I understand you, but I matched the star's size in the original. When it is covered by an asteroid it just lessens the lensflare because the asteroid isn't quite big enough to block out the whole light source. If you are talking about the point of light that seems obvious, I'm working on that. The plugin I'm using can only seem to work with points of light...
[...]
Ah, I get what you were saying. I have been trying to fix that, but the short explanation is that when the *direct* light is blocked, the flare goes out. I have tried keyframing the light's position as it gets covered but that looks weird. I have also tried using multiple flares which looks worse. Short of manually drawing the flare for each frame, there just doesn't seem to be a good way to pull this off.
@castor: the problem is, thats there are more asteriods they are fly "through" the sun. you you have to make all asteriods bigger, they cause the problem, i think its then a bit wired too, if all asteriods are so big *scratch*Yea, I guess you have a point, there wouldn't be much else than rocks left to see.
I'll do it if the info is given to me and it looks good. If you want to go through the cutscenes and just bullet point that stuff out, I'll give it a shot.
Ok, I'm pretty sure I have updated all the previews on Vimeo to my most recent work. Have a look at Ancients 4. I had to do a complex workaround a Multi Iris and whatnot. But I think it helped to fix the issue quite a bit.
On all of them I worked on the nebulas by adding areas of brightness and areas of darkness.
Ok, I'm pretty sure I have updated all the previews on Vimeo to my most recent work. Have a look at Ancients 4. I had to do a complex workaround a Multi Iris and whatnot. But I think it helped to fix the issue quite a bit.
On all of them I worked on the nebulas by adding areas of brightness and areas of darkness.
Yeah, I kept going back to fix little issues here and there, but I'm currently happy with the state of Ancients 1-5. I'm working only on EndGame right now. I have even put my Terran modeling aside. Gotta have priorities you know? (Though I'm quite anxious to work on FS1 Intro... ;7 )
Also, I'm not sure why, but the game will not play my cutscenes. (to test I just named ancients4 to intro). I took the original ancients4 and changed the name to intro and it played as the intro, but it won't play my versions.
They are in .ogg, however they were originally converted to .ogv and I simply changed the file extension. Could that be the issue? I'll be honest, I couldn't find software that straight made an .ogg file that contained audio and video.
Theora ERROR: Player does not support frame offsets!
MOVIE ERROR: Found invalid movie! (intro.mve)
Highlight: Not sure what this means, but I bet it's causing the issue.Yes, most likely. :nod: The FSO movie player can scale videos just fine, but it's not set up to handle frame offsets. I think that frame offsets happen when the upper-left corner of the image frame does not correspond to the upper-left corner of the video. For example if you've got video data in 4:3 but you want to crop it to 16:9.
SUPER worked, but the file quality (though set as high as SUPER would allow) was really bad. The gamma in general was WAY off. And apparently FS doesn't like FLAC for audio. Shame.
As for how to download: scroll down the page linked to above, click "Start Downloading SUPER ©", there click "download and use" in the middle of the red text, then scroll down again and click "Download SUPER © setup file".Yeah, I'd stay away from SUPER. Even if the program itself is fine (I didn't detect any malware) their site is ridiculous. In addition to the crazy navigation and hard-sell writing, the tech support page advises you to disable your firewall and antivirus software while running it. :wtf:
Indeed, their website is horrid.
Well... the file played... sorta... I checked the file and it plays fine in my video player. FS however, doesn't like it. It plays the audio, but the screen is just green. Then it crashes.This is a known bug that was only discovered about four weeks ago. Taylor and I emailed back and forth for a while testing things; it seems to be a problem with the ogg library, but only on Windows. Try 3.6.12 RC1 and see if it still crashes.
Using FumeFXHope you like the multi-hour calculation times. It sure is pretty, though. Good thing you didn't mention the cost of that particular program, since if you actually bought it for a free mod, I'd question your sanity.
Maybe try playing around with the lighting/colours some; the blue/red combination in that latest shot is kinda painful on the eyes.
I'd say, try desaturating the tunnel walls a bit, turning down the glow from the Lucifer and increase the light from the "ends" of the tunnel; maybe increase ambient a bit as well.
Just my opinion though; other than that, awesome work again :D :yes:
Even with all the assets you crammed into the video and the painstaking effort it must have taken to choreograph it all I can't help but still notice how low-res the Lucy is up-close. Some sort of detail texturing tricks could do wonders there. (Even a basic noise texture, if the post on Infinity is anything to go by).
I'm really impressed by all you've accomplished, so I hope I didn't come across as an overt nitpicker.
Can you not set the mass of the projectiles that FumeFX generates to prevent them from falling back? (Note, I'm just guessing that FumeFX uses some kind of Newtonian physics model or something, I don't really know)
Yeah, I'm having issues with the trails. I may take them out...
Query. I'm beginning the preliminary work on Intro. What are your thoughts to adding the SCP logo to the opening logos?
Do both!
Are you going to pay the $6000 US (http://www.radgametools.com/sales.htm) that would cost us? :p
Are you going to pay the $6000 US (http://www.radgametools.com/sales.htm) that would cost us? :p
I doubt anyone's going to nail you for using Bink in a free mod... It's not like people are nailing the modders who didn't pay for Photoshop or 3ds Max.
You know... after comparing h264 to ogg during this project, I'm actually more of a fan of ogg. This is mostly because ogg doesn't have the awful gamma issues that h264 does.You do realize that h264 is a video codec, and ogg is a media container? (You did mean Theora, right?)
Mongoose, do you have a Mac? The OGG fix isn't on OSX builds yet.Heh, nope, just an XP box.
Huh? VLC is excellent.Not really. Its only advantage is that you can throw anything at it and it'll play without you having to install or configure anything. But once you start getting above SD resolutions playback really starts to suffer. Install CCCP along with Media Player Classic and you'll see a very noticeable improvement.
...okay, you guys are going to love the solution to this one.
Done.
So... anyone want to take a shot at creating a hi-res Lucifer texture with damage?
Yup, once I finish the FS1 stuff, I'll have all the assets I need to work on FS2 quickly.though the Colossus cutscene will need some specialized models.
Oh, that is dead-SEXPy.
http://www.vimeo.com/12754020 (http://www.vimeo.com/12754020)
A few more days on cb anims and I'll be back to cutscene work.
AFAIK it's not yet ready for FS2 ingame use, but you're gonna need to ask c914 for details, I guess. For Nexus I only needed the actual 3d mesh and textures, which seemed finished, so I simply asked him nicely to let me use his Cain. I'm thankful he allowed that, as now I don't have to rely on the current low-poly Cain in the mediavps.(from that topic you linked to)
It's not ready for FS in-game use, but surely the mesh and the textures will suffice for rendering?QuoteAFAIK it's not yet ready for FS2 ingame use, but you're gonna need to ask c914 for details, I guess. For Nexus I only needed the actual 3d mesh and textures, which seemed finished, so I simply asked him nicely to let me use his Cain.(from that topic you linked to)
This also needs HTL Scorpion and HTL Shaitan...
Well, when the Cain is finished I'll update the ANI, but I don't want to get into a cycle of updating every time a partially finished model is released. If you guys want me to get back to cutscenes, I have to draw the line somewhere ;7
The fighters and bombers look kinda sluggish IMHO... then again, that's in the original as well. Apart from that, looking good, as usual :yes:
Unlike most video productions where you sync audio to videoO rly? I thought it was the other way around. It is for animated movies, at least.
Unlike most video productions where you sync audio to videoO rly? I thought it was the other way around. It is for animated movies, at least.
EDIT: BTW, the animation test is OUTSTANDING. Well done! :yes: There are a few weird bits (in the last intra-subspace shot, the fighters seem to move too fast) but overall it's excellent.
Well I come from a background of live action video production, so I guess that's what I mean there. But for animated movies, you are right.Aha. So you're referring to foley and related disciplines. I think animated movies are a better analogy to what you're doing with the cutscenes. :)
Glad you approve and I have only improved it from there.:yes:
Yeah, of course. This Valk has just blown up a couple of Shivan fighters with 4 bolts of ML-16. Sounds totally logical.
Ok, so I realize that you all may be wondering what is going on around here. Has this crazy guy realized how hard this project is and given up? Did he die? Was he abducted by Vasudans?Hmm... the explosions look too... circular, the lasers seem to move too slow and look a little too fat, and the Valkyrie looks almost unnatural when it's moving backwards, it moves too straight I think. Otherwise it's cool. :)
The answer to all of that is no.
I have, as Galemp said, been working for the port on things like this.
http://www.vimeo.com/12754020 (http://www.vimeo.com/12754020)
A few more days on cb anims and I'll be back to cutscene work.
Hmm, I might be pointing out the obvious here, but those explosions look... off. Like there's just "stuff" exploding somewhere near the hull. In the original, it looks much more like the Lucifer's hull is actually being breached, with spark outbursts, debris and damage decals. And... Maybe somewhat less, but slightly larger explosions overall. It's a tad bit too many IMHO, though it may be just me. Two of them actually explode in sync, and symmetrically wrt the Lucifer, which looks just plain wrong.
Rest of it is looking good. I guess the second (quiet) half is pretty much finished already?
And... 132GB... Dammit, man...
and the bit where the Lucifer breaks apart looks odd. Might be the way chunks of debris randomly disappear in a flash.
For what purpose? I know Capella is binary in real-life but I'm pretty sure it's not in the FS universe.
For what purpose? I know Capella is binary in real-life but I'm pretty sure it's not in the FS universe.
My thoughts exactly. :) The next release of FSPort will give the Shivans green glowmaps in subspace.Awww, sick! :yes:
YEAAAAH! :yes:My thoughts exactly. :) The next release of FSPort will give the Shivans green glowmaps in subspace.Awww, sick! :yes:
Galemp: errm, aaany chance the green could be optional? The lucifer pulls the green look of better than any other shivan ship but I still don't like it in the slightest sorry!
I have to ask because I somewhat see it coming (and it scares me).
Are you gonna remove the animated glowmaps from shivan ships?
I have to ask because I somewhat see it coming (and it scares me).
Are you gonna remove the animated glowmaps from shivan ships?
[Why would we do that? Most of them are from the MediaVPs anyway. If anything they'd be changed to green for our use.
[Why would we do that? Most of them are from the MediaVPs anyway. If anything they'd be changed to green for our use.
Because it's been said lately that animated glowmaps consume a lot of texture spaces, and that they are ineffective because of that.
I had a sudden unfounded fear, that's all :)
So, at risk of further topic derailment, how goes Endgame's final render?
Hmmm, I'm sensing a bit of repetition here...
This is the time where screen-shots show up often in IRC. ;7
Lastly, the FSPort team decided that IcyJones' cutscenes belongs alongside Ancients 4. This release now features Ancients 4 transitioning into Attack on Vasuda. IcyJones did a really fantastic job and it's awesome to combine our work.
But it is possible to make an .mkv version?
I don't want to use VLC because the pictures quality isn't as good as MPC and my VLC has sometimes problems with 1080p.
SOOOO MUCH WIN!!!
On a side note, is there a way to watch a 1080p version that isn't a stuttery mess?
Now we need full Dolby Digital 5.1 or DTS Track for the Cutscenes :)
So.
Very.
Awesome.
:eek:
btw,Check the whole Ancients 4 cutscene that mjn.mixael posted. ;)
is there any possibility to get this -> http://www.youtube.com/watch?v=9soWW_haNbM&NR=1 - also in 720p? (Or @default ingame?)
You need to be running a recent build of FS Open. Try 3.6.12 RC4, it's on the front page.Unless you have a mac. Then you're out of luck, because nobody has been able to provide us with updated OGG libraries for OSX (http://www.hard-light.net/forums/index.php?topic=68937.0). :sigh:
You need to be running a recent build of FS Open. Try 3.6.12 RC4, it's on the front page.
I don't know what rendering you are talking about that VA did.Well, he started working on a Lucy-bombs-Earth cutscene once, to be used in case the player fails the last FSPort mission. The thread's here (http://www.hard-light.net/forums/index.php?topic=50550.0).
Hm.. With the newest VLC-Player i have some Problems with the "Endgame" in the 720p and 1080p - Version.
Its a little bit laggy on showing the explosions in subspace on the Lucifer and it is lagging after the Destruction of the Lucifer on the "Flyby" from the Fighters.
...but even with my new i5 760 + HD 5850, it's the same [lag] ... Snif.
Mixael, I would like to take a screenshot showing the exploding Lucifer and use it in a WIP INFASA presentation thread. Would you kindly give me the permission to do that? :)
Mobius: Sure go ahead.
Ever consider using live actors for the intro cutscene?
Hugely interesting! considering that's the only part of the game which was not upgraded until recently!
Also, I was wondering, at some point there was some talk a few years ago about a lucifer vs station tombaugh scene... is it still on or has the status changed?
Hugely interesting! considering that's the only part of the game which was not upgraded until recently!
Also, I was wondering, at some point there was some talk a few years ago about a lucifer vs station tombaugh scene... is it still on or has the status changed?
Mwahahahahaha ;7
Hugely interesting! considering that's the only part of the game which was not upgraded until recently!
Also, I was wondering, at some point there was some talk a few years ago about a lucifer vs station tombaugh scene... is it still on or has the status changed?
Mwahahahahaha ;7
OMG. The CB Ani featuring the Lucifer fly-by with over 9000 Scorpions launching from its fighterbays is one of the most memorable moments in FS1 for me. If anything was made which featured something like that, I would... probably send you money.
Have you played Port 3.2? I did the remake of that ANI.
I tried to download the first Ancients movie and got a message about mediafire trying to attack my computer with a "HTTP Malicious Toolkit Variant Activity 2"?
Hugely interesting! considering that's the only part of the game which was not upgraded until recently!
Also, I was wondering, at some point there was some talk a few years ago about a lucifer vs station tombaugh scene... is it still on or has the status changed?
Mwahahahahaha ;7
OMG. The CB Ani featuring the Lucifer fly-by with over 9000 Scorpions launching from its fighterbays is one of the most memorable moments in FS1 for me. If anything was made which featured something like that, I would... probably send you money.
Have you played Port 3.2? I did the remake of that ANI.
I can play the 1080p vids no probs, but they stutter in a few places, it's not random "WE CANNAE HANDLE THE PRESSURE CAPTAIN" stutters, it's at certain exact moments, every time.
Seems a bit weird..?
720p versions are flawless.
...I wanted to ask you which software I could use...Any advice about this ? I will make a dubbed AND a subtitled version, but without the proper software... :doubt:
Ok, so it is an issue with the files, but the issue is that they're meant for an even more powerful computer than mine. That explains it. Though it did help that I got newer ogg codecs. Sorry for being so grouchy about it the other day.
The colors are close enough. If you call for an exact replica, I will murder a small Alaskan puppy and leave it in the trunk of your car.
Or the Combined Community Codec Pack, which would add theora capability to pretty much anything.
Media Player Classic (Home Cinema) Edition is included.
In either case, it's called a Codec, not a plugin.
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:(
Mentlegen. This requires discussion. This scene is a mess. There are planets/moons all over the place, which I can probably solve. The hard part is this little number.
These three scenes take place between approx. 1:54-2:03. So 10 seconds of flight time.
(http://imageshack.us/a/img51/9918/imagebin.jpg)
You'll notice in the third shot which is again from behind Lt. Ash is that the Arcadia, fleet, planets and moons are all missing. Clearly this is for dramatic effect for the subspace warp opening. Now, there are a few options I can think of...
A: Add the Arcadia, fleet, planets, and moons back into the shot. (Not preferable. Short-hands the emotion of the shot, and makes things a little weird because the Lucifer is now implied to be facing away from the fleet.)
B: Leave it. Let V's (accidental or deliberate) mistake remain.
C: Imply that Lt. Ash makes a 90ish turn using the smoke trail. Perhaps he does this because he's freaking out and Shivans just warped in behind him? NOTE: the brown nebula in the second shot is behind Lt. Ash throughout the whole scene.
This is the first time I've noticed this Arcadia is slightly different from retail. Its got an extra protrusion on the right side. :confused:
How about rendering an alternate failure cutscene for FS1, showing the Lucifer jumping into Sol and blasting the hell out of Earth and all ships present. ;7
How about rendering an alternate failure cutscene for FS1, showing the Lucifer jumping into Sol and blasting the hell out of Earth and all ships present. ;7
BP AoA could use that.
I am curious how are you going to set up materials for the cutscene. It is not particularily easy to hit the commercial grade, even 15[oh man!] years old. Best luck! :yes: :nod:
Awesome :yes: My only gripe would be that the oxygen mask doesn't seem to be connected to the guy's face, but that's just a detail.
(in b4 cables too thick)
It's like the head is either too small or not far enough forward. In the cutscene the front of the mask was on the guy's nose.
That's probably because just wanted to see how it looked really fast, so I imported the mesh from Oddgrim on top of a character model I had and hit render. I bet his face should be moved way forward.
omg is dat lt ash
omg
mjn is keeng
Indeed :pomg is dat lt ash
omg
mjn is keeng
Don't give me the credit... Oddgrim made the flight suit.
http://p3d.in/QsiDrYou need to move the guns down or remove some of the engine nacelle overhang, since the guns are currently aimed right at that front section of the nacelles.
Cutscene Apollo version. Still need to do the landing skids.
I kind of like it with the HLP logo first. That way, the old logos with the old order and timings to the music stay the same.The audio just gets extended at the beginning, as you can see in the preview videos.
Since there's a lot of extra stuff at the beginning, how are you planning to fill that time's audio?
Except it is the two seater Apollo.Huh, so it is, guess it just isn't as noticeable from the clip (it's going to be more obvious at the start of the cinematic where we get a panning shot across the fighter and a close-up of the cockpit area). Or maybe I'm just too tired and/or busy lately.
(https://cdn.discordapp.com/attachments/223511363807346691/387500305258119170/CockpitPreview.jpg)
This is relevant.
(http://mixhaipro.com/fso/PreRelease/2_tech_tpilot.png)
I've always hated the Star Trek method of space combat.. who designs a battle ship with conduits so poorly connected that hull damage literally causes them to explode? What is IN those computer consoles?
I know the original helmet had some damage on it. I thought about adding it to be consistent, but I'm also lazy. The helmet mesh is mirrored, so to add damage that doesn't obviously look mirrored, I have to split up the UV map.. which I suppose I COULD do... It's work... I'll add that to the bottom of the list. We'll see if I get around to it or not.
Wear and tear on the helmet makes sense just after years of grabbing it off the shelf, dropping it on the deck, throwing it into the cockpit while climbing up the ladder, etc. It's just that to add wear-and-tear, I need to un-mirror the UV map on the mesh.. which is normally easy, but this mesh is already merged and rigged for animation.
Wear and tear on the helmet makes sense just after years of grabbing it off the shelf, dropping it on the deck, throwing it into the cockpit while climbing up the ladder, etc. It's just that to add wear-and-tear, I need to un-mirror the UV map on the mesh.. which is normally easy, but this mesh is already merged and rigged for animation.
I've only spent a few productive hours learning blender, so ignore me if anything I say is stupid:
Couldn't you make a transparent 3d model with a texture over the part of the helmet you want to texture? like a decal? or is that a dumb way to do things? I'm asking as someone who wants to learn this kind of stuff.
Also, with the justification you provided, it seems to me that you will probably end up doing it for something else anyway, may as well.
It's looking like I'll have the Comm Officer scene animated by the end of tomorrow. I'll then go out of town for a few days and set both scenes to render with higher quality settings. It takes quite a while to render these.. however NGLD set up a way that we can have an HLP Render Farm! It's already been used a little. If you're interested in offering your cpu cycles (you can join/leave the farm as you desire), catch me on Discord and we'll walk through getting you setup.
That seems inefficient.
Time for you to get a Threadripper system.
Render Farms are actually way more efficient than buying a powerful system. Even the most powerful system can only process so many frames a minute... and when we're rendering on the order of thousands of frames, it because undeniably more cost efficient to farm the work to many slower computers.
Basic math portion. The fastest computers in the HLP Farm rendered a Lt. Ash frame at 1080p in about 10 minutes. Let's say a threadripper could knock out 1 frame every 2 minutes (which is honestly pretty generous, even for a threadripper). We need to render about 3000 frames. That's 30 frames an hour, for 100 hours. Add in the farm (the math gets complicated because the average times varied based on the computers involved) that could render, on average, about 30 frames an hour already and you see that all our "slower" computers combined already are at least as fast as a single threadripper... and we didn't have to spend near $1000 just for the processor. In fact, about half the computers in the farm are old junk computers with barely more than 6 cores combined.
Or go with a real processor like an i9.. HEYYYOOOOOO
Comparing a similar CPU price point of i9-7900X vs TR 1950X... By going Intel you miss out on 6 cores, 20 PCIe lanes, over 16MB of cache... And about 40% multicore performance. :P
As an AMD fanboy, I had to say this. I just had to. :snipe:
Render Farms are actually way more efficient than buying a powerful system. Even the most powerful system can only process so many frames a minute... and when we're rendering on the order of thousands of frames, it because undeniably more cost efficient to farm the work to many slower computers.I was talking about the fact the renderer uses CPU cycles rather that the GPU whose one job is rendering. Granted that would make things a bit more annoying to timeshare. Remote CPUs are easier to run than remote GPUs
Render Farms are actually way more efficient than buying a powerful system. Even the most powerful system can only process so many frames a minute... and when we're rendering on the order of thousands of frames, it because undeniably more cost efficient to farm the work to many slower computers.I was talking about the fact the renderer uses CPU cycles rather that the GPU whose one job is rendering. Granted that would make things a bit more annoying to timeshare. Remote CPUs are easier to run than remote GPUs
[snip]
Also it is intended, that there are complete different HUD gauges in the first person sequence than you have in the game?
I volunteer to be in the hedz remake.
I volunteer to be in the hedz remake.
Send me your best headhots! :) Isn't there one of you completely smashed at a party floating around somewhere?
Next up.... Lab cutscene!In the original video the fumes are quite small, but here it's as if the entire station was being saturated for better productivity :pimp:
Don't the cables look a little too thick? :drevil:*bang*
The talking of the comm officer looks a little strange IMO.
(https://cdn.discordapp.com/attachments/223511363807346691/406238094157938689/preview.jpg)
One thing I noticed, however, is that the Vasudan on the screen (~second 12) has a talking head, but no body...
the retail version only shows the face.
I never knew what this cutscene was about. Designing Avenger? Why does he say that "it held" despite the energy loss? it's a cutscene that would have been more appropriate to test a shielding system or something.
Great work on the new version though. :)
Are these going to get put into the Installer at some point?
Are these going to get put into the Installer at some point?
Probably. You'll have to bug the FSPort team to do it, though.
The FS2 scenes (when I finish them) will be released as a part of FSU.
Headless GTA pilots
No, they need to get rick rolled.
Or just render it once with a blue screen and corner anchors so people can save MJN time and do it themselves.
CUT
Time to rig and animate.
Say it with me now!Hold your horses, Pilot. We've got a command briefing to attend, first.
"HALL FIGHT! HALL FIGHT! HALL FIGHT!" RAH RAH RAH! :D
Yeah.. and Briefing has like 30 character models to rig and animate.Well, Time to chip away at the boulder then
Yeah.. and Briefing has like 30 character models to rig and animate.Well, Time to chip away at the boulder then
Is anyone game enough to remake the FS2 Intro? I imagine that would be a pretty big task to make it look like more than gameplay.
I think I may need to get into some campaigns again ;-)
Nope, I used the original audio.
FYI for those keeping an eye on this project. Oddgrim disappeared again and took the zod flight suit and shivan models with him. I don't know how long he'll be gone this time, so I'm starting to model the flight suit. Then I'll be ready to render the Briefing cutscene.
Yeah, Goober and I are working on getting them in Knossos. It should download the Ancients and Endgame cutscenes.
If you download them from here put them in your FSPort/data/movies folder.
The latter makes the most sense.
I guess the recently released upgraded cutscenes would predate something that will eventually be seen in a FreeSpace movie, with the intro making a great title sequence for it... Just saying.
I have a visual storyboard in mind that I'm not going to post here. I don't need the peanut gallery's input on the details.LOL No, you really really don't. You just do your thing and we'll pick our jaws up off the floor when you're done. :yes:
:yes:I have a visual storyboard in mind that I'm not going to post here. I don't need the peanut gallery's input on the details.LOL No, you really really don't. You just do your thing and we'll pick our jaws up off the floor when you're done. :yes:
TBH I've never noticed how many things :v-old: has forgotten in the cutscenes.
:nod: :yes:TBH I've never noticed how many things :v-old: has forgotten in the cutscenes.
I've become somewhat of an expert on the topic. :p
Sounds it's just another look at what a possible live-action FreeSpace film would look like. It would be a named Alpha 1. Possibly a female of colour. Perhaps?
They look pretty neat, even though slightly different from what :v-old: did. :)
The texture on the center of the Vasudan body look a bit strange though, a bit reptile-like. Or are they part of the suit as well?
He was late for the meeting, but at least he's here. Many thanks to Oddgrim for the impressive Vasudan Flightsuit model.
(https://i.imgur.com/kMLeUkV.jpg)
He was late for the meeting, but at least he's here. Many thanks to Oddgrim for the impressive Vasudan Flightsuit model.
(https://i.imgur.com/kMLeUkV.jpg)
He was late for the meeting, but at least he's here. Many thanks to Oddgrim for the impressive Vasudan Flightsuit model.
(https://i.imgur.com/kMLeUkV.jpg)
He was late for the meeting, but at least he's here. Many thanks to Oddgrim for the impressive Vasudan Flightsuit model.Are you troubled by offensive arm-pit odor?
(https://i.imgur.com/kMLeUkV.jpg)
He was late for the meeting, but at least he's here. Many thanks to Oddgrim for the impressive Vasudan Flightsuit model.
(https://i.imgur.com/kMLeUkV.jpg)
"The fishes swimming through the flight deck were THIS big!"
(https://i.imgur.com/kMLeUkV.jpg)
Aww, then the Phoenix game stuff to hand-wave the mistake won't make sense. :p
Everyone should play Subnautica and do NOT spoil it by looking up guides or anything. Brilliant, fantastic game.
That. Is. Awesome.
I like how you worked in a bunch of original FS1 voice files. The penciled drawings really add to the overall feel, too. :yes:
In Egypt about 99% of the population uses about 5.5% of the total land area. 98% live on 3% of the territory.
I just want to say that regardless of your opinion on the topic of teeny tiny details like that, Mjn has done a horrendous amount of work on these scenes and the effect of that is awesome for a single person working with very limited resources in his free time. I believe we, as in the whole Freespace community, owe him very, very much for all the work he has done already - not to mention how much more he decided to do. And, judging by his previous results, I would really support his decisions when it comes to all of this.
What about Earth?
What about Earth?
Or what about Shattered Stars Earth? Which is the same planet as depicted in the 2018 Mortal Engines film.What about Earth?
It has been renamed to Planet MJN World.
That's not relevant to this Bryan. Stop it now.Okay, then. How's the status of the Hall Fight cutscene and the FreeSpace 2 cutscenes?
That's not relevant to this Bryan. Stop it now.Okay, then. How's the status of the Hall Fight cutscene and the FreeSpace 2 cutscenes?
Ooooooh Face Lazors............Fazors?
Ooooooh Face Lazors............Fazors?
Caaaaarrrrl.... that kills people!
Boo!That's a Shivan.
(https://cdn.discordapp.com/attachments/223511363807346691/564531843110535171/Boo.jpg)
(Many thanks to Oddgrim for this model. More soon, but holy moly he is talented!)
Boo!That's a Shivan.
(https://cdn.discordapp.com/attachments/223511363807346691/564531843110535171/Boo.jpg)
(Many thanks to Oddgrim for this model. More soon, but holy moly he is talented!)
He's fully rigged and ready to go.
Ain't no party like a boarding party!He's fully rigged and ready to go.
Ready to party with the boarding party~ :yes: :yes:
'cause a boarding party don't stAAAAARRRRRGH!Ain't no party like a boarding party!He's fully rigged and ready to go.
Ready to party with the boarding party~ :yes: :yes:
*cut for time*
So much for that boarding party...
(https://cdn.discordapp.com/attachments/223511363807346691/567926723006693377/preview.jpg)
I foresee a kick-line in the future. :lol:
I could add ranks.. but then I'd have to do more work. So nah. I still have a lot of interior to create... not to mention all the animation to do.
British army is a section composed of two fire teams. One Corporal and one Lance Corporal plus two private ranks per fire team.
Far superior ;) :p
I foresee a kick-line in the future. :lol:
I could add ranks.. but then I'd have to do more work. So nah. I still have a lot of interior to create... not to mention all the animation to do.
(https://cdn.discordapp.com/attachments/223511363807346691/583919530355458049/preview.jpg)MAN! Where's Ripley when you need her!
While I very much enjoy the sparkling conversation about the merrits of Infantry, all of the GTA marines are wearing some kind of headset, right? - So, you are basically of the hook as the Headsets might provide the Rank and Unit information without visible markings on the uniform. Either the entire squad is networked or the uniforms have markings in e.g. infrared which the software in the headset would translate.
This is some of the weirdest geometry I've had to decipher yet...
Those insides / interiors were convoluted i agree :lol: you recreating the azrael and elysium in high def?
This is some of the weirdest geometry I've had to decipher yet...
I always found it looked like a piece zoo-architecture ... like a viewer-focuessed ape enclosure, but flipped to the side.
I can hear that scene....
The dance floor...
Are they doing a future gangnam style? :p
Holy CRAP, those Hall Fight pics look amazing.
And I just love how that center Shivan has a quizzical tilt to his head as if he's/it's asking himself/itself, "Seriously? Did these puny humanoids really think they could board us and live to tell about it?" :nono: :wtf: :nono:
How many polies are inhabiting this scenery?
Very nice.
I'll never know how you made anything out of that fuzzy soup of the original enough to replicate it.
There weren't that many hi-res renders of this scene from Volition anyway. There were a few normal res renders that are uncompressed which makes a bit of difference, though.
Turns out the lighting and blocking of this scene is wildly inconsistent. This might be my greatest departure from the original in terms of "fixes", but I think it has potential to be my best work yet.
I have waited 20 years for this. Worth it.
I have waited 20 years for this. Worth it.
Not 20 on my end, but still I doubt anybody at :v-old: could've imagined this when they made that thing. :D
When you accidentally walk in on Carl in the Shivan's Locker room:
(https://cdn.discordapp.com/attachments/223511363807346691/703857555587334195/preview.jpg)
When you accidentally walk in on Carl in the Shivan's Locker room:
Inb4bikinizods
Carl says "farewell" in Shivan :D
Only Bosch knows..
Only Bosch knows..
Ok, granted. Only Bosch knows for certain. The rest of us can only strongly suspect. :D
Only Bosch knows..
Ok, granted. Only Bosch knows for certain. The rest of us can only strongly suspect. :D
Assuming that Bosch survived the um, "accidental marriage proposal" he made to Carl...
Only Bosch knows..
Ok, granted. Only Bosch knows for certain. The rest of us can only strongly suspect. :D
Assuming that Bosch survived the um, "accidental marriage proposal" he made to Carl...
Is that what it was? Bosch wasn't kidding when he said his first contact with the Shivans was "rudimentary and crude...." :nervous: :eek2: :nervous:
(https://cdn.discordapp.com/attachments/223511363807346691/704604422486884372/preview.jpg)
(https://cdn.discordapp.com/attachments/223516619052285952/713931568686825472/Preview.jpg)
Most of the other canon inconsistencies like various ships being present have been "solved" by both ST:R and Deneb III campaigns and/or other fanon
I also take issue with the Wiki saying the Herc landing would be impossible and that it should have left a giant crater with nothing recognizable left. The Herc that gets shot down clearly still has several thrusters working even though is spews smoke all over the frame. One could assume a moderately chaotic but recoverable descent (hah! PUN) was possible.Not to mention it's a space-future-tech space-fighter, who knows what else it might have in store to avoid going splat on a planet, or shield its pilot from g-forces.
I also take issue with the Wiki saying the Herc landing would be impossible and that it should have left a giant crater with nothing recognizable left. The Herc that gets shot down clearly still has several thrusters working even though is spews smoke all over the frame. One could assume a moderately chaotic but recoverable descent (hah! PUN) was possible.Not to mention it's a space-future-tech space-fighter, who knows what else it might have in store to avoid going splat on a planet, or shield its pilot from g-forces.
Kinda a bit too dark to see anything in the beginning, but that can be fixed with messing with the brightness setting, right?
But yeah, this is awesome! :yes: :yes: :yes:
I don't mean to downplay the awesomeness of this work, but I seem to recall that the ship being boarded was an Azrael class, not the Asmodeus class that appears to be in its place. Am I correct in this?To be specific, it was for lore and technical reasons. The cinematic text says Disabled Shivan Freighter while originally using an Azrael (Transport), so it would make sense to change the ship type to match. Technically, it just can't be recreated with an Azrael using the in-game ship scale with the way the ships were positioned. It's like the original cinematic Azrael was Asmodeus-sized, the Elysium was Dragon-sized, or both, so that change respects both the positioning and scale of the ships.
I know you had no plans to make a "Lucifer destroys Tombaugh" cutscene (still hoping you reconsider) but are your plans to make a "Lucifer destroys Vasuda Prime" still a thing?
How would a remaster of the FS2 apocalyptic end game fleet brawl even work?
The easy handwavey answer is that the strike team already knew that the freighter would be pressurized before entering it.
After some investigation, it looks like FSPort doesn't even ship with the V Prime cutscene anymore, so I put it on the backburner as it would be purely fan work.
After some investigation, it looks like FSPort doesn't even ship with the V Prime cutscene anymore, so I put it on the backburner as it would be purely fan work.
I do not think it ever shipped with IceyJones' cutscene.
Let me give you a hint.
Plottwist you think the man standing at the window is Bosch but it's actually Gandalf
But yeah, this should teach you to brighten your cutscenes so we can acutally see what we're looking at. :p
But yeah, this should teach you to brighten your cutscenes so we can acutally see what we're looking at. :p
If you didn't know what that scene was from a glance and actually thought it was Vasudan, then you aren't an actual Freespace fan. Come back when you learn more about FS2 and can offer something productive.
The last WIP post ever in this thread. Here you go.
It's taken me a few days to come around, but I apologize to everyone for my tantrum (which occurred on Discord). The truth is that an individual who I used to highly respect and collaborate with on a regular basis dumped all over my work and my abilities as an artist. He suggested my latest work is actively worse than the original and that I'm so bad at what I do, I can't see how terrible it is. The unfortunate part is that his actual ideas on improving my work have merit, but he went about it in entirely the wrong way. Words matter. After explaining my position privately he still didn't seem to care how his words affected me. It's evident that I thought too highly of this person and that I don't need his approval when I have all of yours. I received more than a dozen private messages from people offering me their support. Thank you for that. This project has been a labor of love for a decade and the payoff is having my work enjoyed by others, so I'll focus on that. I'll return with completed Hall Fight soon.
Correct me if I'm wrong, but didn't bosh have a beard/sideburns?He definitely never had a beard, and I'm pretty sure he didn't have much/any visible hair at all.
Could be my imagination.
EDIT: wait, did he not? It's super hard to tell from the head ani.
It's really hard to tell from the old Bosch monologues, but he really did have a full white beard (and mustache); it's just that his facial hair was almost the same off-white color as his facial skin that it was very hard to tell them apart. If you look at the first Command Briefing which talks about the NTF and Bosch beginning his rebellion, that blurred ani of his face shows his facial hair a bit better, but it's still really hard to tell. (Try to imagine an old sailor with a close-cropped white full beard; I think that was the look :v: was going for.
It doesn't look like Bosch has any hairs.
Just a slight critique: In the initial scene with Bosch looking at the star and the accretion disk, the flow of material in the disk appears somewhat jerky rather than smooth. Perhaps this is something to do with Youtube and won't be visible in the final product when seen in the game itself, but it did catch my eye.
Just a slight critique: In the initial scene with Bosch looking at the star and the accretion disk, the flow of material in the disk appears somewhat jerky rather than smooth. Perhaps this is something to do with Youtube and won't be visible in the final product when seen in the game itself, but it did catch my eye.
Dunno. Probably YouTube? The vortex is a particle system with a constant speed and birth rate, so there's nothing on my end that could cause that.
EDIT: Oh geeze. I watched it on Youtube just now. That's Youtube. Good grief. Their compression blows. This whole cutscene is just murdered on Youtube.
That said, I'm super happy with the lightning effects. I'll get to do much more of that in Monologue 3.
Alternatives to Youtube are laughable if you ever want people to see your work. Even Vimeo gets barely a fraction of the users that Youtube gets... and it's well known.
Ah yes, link an alternate video in the descriptions that absolutely no one reads.
The problem is with you and not the files.Even the FS1 movies belong in the FS2 folder? That’s weird.
They belong in freespace2\fsport\data\movies not... whatever those filepaths are.
Uh, I think what Mjn wanted to say is that the files should go into <mod library>/FSPort/data/movies, or perhaps <mod libary>/fsport-mediavps/data/movies.
My advice is to wait for the next FSPort release, which will happen very shortly after the next MediaVPs release. It will contain all the latest updates, including the new cutscenes. You can install through Knossos and not have to worry about copying files into the right folder.
It's unfortunate that video compression makes the nebula look more pixelated than it actually is. Do you think this would be a problem in FSO?
Dude where do you get the time, I remember you saying you had kids 😂
I'm the oldest of four oys.
Good luck buddy 👍.
Two is plenty enough for me, congratulations in advance.
And great remaster of the promo shot BTW.
Aw, man, I'm still waiting for Strygon to get back to me with my updated Su-tehp Supervisory Systems logo because I forgot to hyphenate my name on the first draft.
Not that anybody but me cares about such a piffling minor detail but, y'know, I care.
Mjn, if we notice any editing suggestions, do you want us to PM you? Or is this cutscene finalized? Or...are you annoyed with me enough already?
EDIT: Just watched the cutscene again and I just noticed something: the Ganymede has animated forklift prongs! AWESOME.
Many thanks to all the people who contributed to the text/blueprints in making this and also a big thanks to Axem who made the planet bitmaps.
Dude where do you get the time, I remember you saying you had kids 😂
My fourth kid is due in about 6 weeks...
Aw, man, I'm still waiting for Strygon to get back to me with my updated Su-tehp Supervisory Systems logo because I forgot to hyphenate my name on the first draft.
Not that anybody but me cares about such a piffling minor detail but, y'know, I care.
Mjn, if we notice any editing suggestions, do you want us to PM you? Or is this cutscene finalized? Or...are you annoyed with me enough already?
EDIT: Just watched the cutscene again and I just noticed something: the Ganymede has animated forklift prongs! AWESOME.
I forgot to PM you about it but since I was supposed to have finished the blueprints by sunday, I couldn't really get bothered to then still do these pixel perfect measurements for the name of the logo you requested, since no one would be able to tell such a microscopic deviation anyway. I told him to use my last draft, which had the hyphen. In fact, look at the logo section and you'll find it there.
:jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw:
That was amazing, i love the new camera angle for the deimos and moloch. With each video you do each one just gets better and better. At this rate the battle in the fs2 intro is going to be amazing with the fighter shots.
Similar enough to the original box art that I thought worth touching up and posting.
You mad lad. You're going to re-render the entire cutscene just for one ship?
Respect. :yes2:
Similar enough to the original box art that I thought worth touching up and posting.
(https://cdn.discordapp.com/attachments/223511363807346691/747896247892967515/unknown.png)
Hmm. Knossos splashscreen? MVPs cover art in Knossos download menu? Ok, ok, I'll be quiet now. :p :warp:
Hmm. Knossos splashscreen? MVPs cover art in Knossos download menu? Ok, ok, I'll be quiet now. :p :warp:
It could be added to the front page screenshots. ;)
(https://cdn.discordapp.com/attachments/223511363807346691/747896247892967515/unknown.png)
Will you be rerendering the Battle of Endor free-for-all in the background as well? I image that would take some serious work. There's easily 30 warships there, more if you include fighters.
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