Author Topic: WIP - Cutscene: SD Lucy arrives at Tombaugh-Station  (Read 98810 times)

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Offline Vidmaster

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Re: WIP - Cutscene: SD arrives at Tombough-Station
well friend, remember your personal text:     ATM motivated    :lol: :lol: :lol:

Seriously, either you get yourself help for this or you better drop the project (but that would be ssssooooo  :( :( :( disappointing). I cannot help any further then planning the thing, I have no idea how to model.  :sigh:
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Offline Vasudan Admiral

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Re: WIP - Cutscene: SD arrives at Tombough-Station
Err, sanity check:
I'd say pick a mix of ideas for event sequences and shots you reckon you can do and just do that. Attempting scenes that are overly complex will only cause headaches. (Character animation of any sort is exceedingly difficult to get looking 'right', so I'd recommend you avoid it at all costs for this kinda thing unless you really, really, really want to)

Also, remember to keep your scene matching the props you have. Ie, any sort of interior shot would require you to build the interior. Any sort of character would require you to build the character, because I don't think any existing models will be suitable for this sort of thing.

Anyone who wants to write up suggestions for sequences, feel free and welcome, but please keep it reasonable. Remember that each scene - even the relatively easy ones, take a long time to make and render and of course rebuild from the ground up when you decide you don't like it. ;) Weaponsfire is hard, explosions are very hard, subspace portals are INSANELY hard, and realistic character animation nigh impossible without some kind of motion tracking equipment and a good actor. :p
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Offline Vidmaster

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Re: WIP - Cutscene: SD arrives at Tombough-Station
I know, I know.

Don't forget...       ..."version 1"  :lol: : Let's cut it down, what can be removed without dropping the whole thing?

Explosions and weapons fire may be hard, BUT attack on Tombough station without those would be ridiculous.
The two Comm Officer shots could be removed, replace them with another view out of the window.

More suggestions?
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline Vasudan Admiral

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Re: WIP - Cutscene: SD arrives at Tombough-Station
The hard, very hard  and insanely hard comments were more meant to say 'use them sparingly' rather than 'don't use them at all'. :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Flipside

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Re: WIP - Cutscene: SD arrives at Tombough-Station
Weapons fire is a chore for me because I have no particle systems on the renderer I use. From looking at the intro video for FS2 those, most of those 'shooting' bits are actually looping animations on a flat plane oriented towards the camera, kind of like a rolling UV effect on a texture.

 

Offline terran_emperor

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Re: WIP - Cutscene: SD arrives at Tombough-Station
I look faward to seeing this...
e = m csarged - Relativity according to Sarge [Red vs Blue]

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Offline Hades

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Re: WIP - Cutscene: SD arrives at Tombough-Station
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Jeff Vader

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23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Polpolion

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Re: WIP - Cutscene: SD arrives at Tombough-Station
:lol:

 

Offline IceyJones

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Re: WIP - Cutscene: SD arrives at Tombough-Station
ok.....converted the arcadia this evening and just try to meet the ribos-look of the cb-animation....think that works fine this way.....what do you think?


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Offline Ghost

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Re: WIP - Cutscene: SD arrives at Tombough-Station
That more than anything highlights the need for a high-poly Arcadia model.
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Offline IceyJones

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Re: WIP - Cutscene: SD arrives at Tombough-Station
right....i will only be able to show this station from far away....otherwise it looks not so good....

i know that VA is doing an HTL arcadia, but have not heard about it for a long time  :sigh: so we have to live with that.....

yesterday i also converted the HTL apollo, but the resolution of the textures are still very low....furthermore the cockpit is not so good......if someone has lt. ash as htl, pls tell me ;)

furthermore i need:
- HTL cain
- HTL valkyrie (asked woomaster already)
- shivan (asked styxx for it)
- htl lt ash (if possible)

and now i will convert the orion....

 

Offline Vasudan Admiral

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Re: WIP - Cutscene: SD arrives at Tombough-Station
Both the Arcadia and Valkyrie are a considerable way from being finished I'm afraid. :(
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline IceyJones

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Re: WIP - Cutscene: SD arrives at Tombough-Station
does not matter.....maybe i can add some detail quickly to the arcadia.....i will try....but mainly it will be fake ;)
regarding the valkyrie.....hmm.....too sad....but you cannot do everything alone in short time.....so do not stress yourself....

btw: orion ready for action

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Offline colecampbell666

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Re: WIP - Cutscene: SD arrives at Tombough-Station
Somehow the Orion seems to have lower detail.
Gettin' back to dodgin' lasers.

 

Offline IceyJones

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Re: WIP - Cutscene: SD arrives at Tombough-Station
what do you mean?! its 1:1 the mediaVP orion.....

but here the apollo i will use....



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Offline IceyJones

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Re: WIP - Cutscene: SD arrives at Tombough-Station
how do you like ribos4?



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Offline Koth

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Re: WIP - Cutscene: SD arrives at Tombough-Station
 :yes:
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Offline colecampbell666

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Re: WIP - Cutscene: SD arrives at Tombough-Station
Nice. Is the red background final?
Gettin' back to dodgin' lasers.

 

Offline IceyJones

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Re: WIP - Cutscene: SD arrives at Tombough-Station
maybe i make it a little bit darker in final, but in principle thats it, because the cb-anim was similar imho....

btw: reworked the orion a little bit. instead of 5500 polys now 9000.....faked real height differences in the textures by copying the whole ship, extruded it slightly and reworked all textures with alpha maps for the second ship-hull.....so the textures produce shadows also without displacement or normal-maps.



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