Author Topic: Revised cinematics?  (Read 7242 times)

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Offline WMCoolmon

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If we were to remake the cinematics, then I'd rather see them as in-game movies..
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Offline karajorma

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Actually, remaking it ingame (the ship flying through nebula part) would be easier, now that we have ingame cutscene sexps

Making them as in-game cutscenes wouldn't be that hard in some cases. Might be a bit hard to do Hallfight that way though ;)

Personally I don't think there's anything much wrong with the current set though and anyone who has the talent would be better employed making cutscenes for one of the campaigns.
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Offline knn

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What I thought of was using the game engine and a video capture tool (Fraps?), get someone with a dual GF 7800 system, turn on 16x AA and all the goodies and record the space parts of the scene
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Offline WeatherOp

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If we were to remake the cinematics, then I'd rather see them as in-game movies..

Yeah

I think if one movie needed to be redone the most would be the FS2 Intro.
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Offline BlackDove

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Err...

I'm going to go with "No".

Making a decent High poly model seems to take most people upwards of one month. I'd suspect remaking most of the cutscenes would take upwards of a year, moreso on some o fthe more complex ones. (Hallfight... :shaking:)




I remember reading one of the V employees describing the cutscenes as taking 12-18 man-months to do.

Nineteen Ninety Six to Seven though.

Computers have come a long way.

 

Offline karajorma

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To be honest render times really haven't changed that much. Picture quailty and model quality improved pretty much in line with speed increases.
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Offline pecenipicek

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Err...

I'm going to go with "No".

Making a decent High poly model seems to take most people upwards of one month. I'd suspect remaking most of the cutscenes would take upwards of a year, moreso on some o fthe more complex ones. (Hallfight... :shaking:)




I remember reading one of the V employees describing the cutscenes as taking 12-18 man-months to do.

Nineteen Ninety Six to Seven though.

Computers have come a long way.
software too :D :)
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Offline FireCrack

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Bosch mono 3 is a good cantidate, fairly simple scene, nothing realy fancy happens. Biggest problem would be render time.
actualy, mabye not.
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Offline aldo_14

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Nineteen Ninety Six to Seven though.

Computers have come a long way.

I don't believe they meant rendering time as being the main or even a factor, though; but rather the rigging, planning, storyboarding, lighting, etc time.

Albeit it's worth noting that we don't have the advantage of being able to send stuff off to a render farm, so we pretty much lose any computational or software advantage.

 

Offline pecenipicek

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I don't believe they meant rendering time as being the main or even a factor, though; but rather the rigging, planning, storyboarding, lighting, etc time.

Albeit it's worth noting that we don't have the advantage of being able to send stuff off to a render farm, so we pretty much lose any computational or software advantage.
well, most of the software have actually quite easy rigging stuff, but planning and storyboarding are still an arse to do, as its... well... human-done :nervous:
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Offline S-99

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You know why don't you guys do something other video games are doing which is staying away from cg.
You get everything the game could have to offer to make one of these cinematics, but why not just recreate them in the game engine?
unreal tournament never uses cinematics for it's intro or cutscenes.
It just uses game engine, models, and a plan for how things should be scripted.
No render times or multi-cpu action to get going final fantasy cinematics, completely unnecessary.
The only thing i can see being hard is getting all the new models and everything to do exactly what they're counterparts do in the cinematics, fs2 intro would be pretty hard to recreate the battle sequence, but not impossible.
Something doable would be the cinematic where the lucifer half exits subspace and blows up, you know we could put in Dab's shockwaves for that, have some ulysses and hercs fly out before the lucy explodes, then have all the fighters fly straight toward earth while the camera pans that direction.
I mean with using game engine for cutscenes would look a lot nicer too.
Plus when a new model comes out, you could make the game engine cutscene take advantage of that.
But, really, the cutscene where the lucifer explodes is the only one i see possible for a game engine conversion that would be the least difficult and time consuming.
Making actual cutscene in game engine would also be limiting to our abilities, no one has time to make a 3dmodel of bosh to walk around in a game engine cutscene, let alone modelling the rooms of the iceni where he walks also.
But game engine cutscenes would be so much  more sweet than cinematic avi or mve or whatever.
Go check out my other thread where i played fs2 on the big hd in my house, i took photo's.
http://www.hard-light.net/forums/index.php/topic,37775.0.html
3.6.8vp's got what it takes for making good game engine cutscenes. :)
Don't make fun of my photo's, and i meant to say the game has it all if people are even able to make game engine cut scenes...maybe some massive fredding could pipe out something interesting, go play Sync.
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Offline Singh

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Bosch mono 3 is a good cantidate, fairly simple scene, nothing realy fancy happens. Biggest problem would be render time.

Done in-game already. I even had a setup of the lightning.tbl specially for it. Sadly, lost the table. Other than the lightning, though the mission is identical to a degree. I'll upload it when I get home.

As for the Fs2 intro in-game.

hmmmmmmmmmmmmmmmmmmmm.............................

*goes thinking
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Offline WMCoolmon

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Well, if people are serious about this, I could code up the timescript.tbl (I think this would be really useful for this) and some scripting functions for rendering a model, weapons, nodes, etc so that the physics system could be bypassed, or you could outright just render this stuff on the command briefing screen.
-C

 

Offline FireCrack

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  • meh...
You cant realy make "indoor" cutscenes ingame though, there are limitations.
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline pecenipicek

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like shadows for one :)
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Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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Offline S-99

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no ****, it's why the lucifer exploding is the only one that like wouldn't have limitations if you were to use the game engine, but it sure would be nicer than the cinematic.
Every pilot's goal is to rise up in the ranks and go beyond their purpose to a place of command on a very big ship. Like the colossus; to baseball bat everyone.

SMBFD

I won't use google for you.

An0n sucks my Jesus ring.

 

Offline knn

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I still say we should "render" the outside space parts of the cutscene ingame and insert it into the original cutscene. This way we can do other cutscenes, not just mono3. It would be more difficult, but possible. It would also allow everyone to view the best quality models
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Offline Ransom

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But our effects still aren't at the level of the cinematics. To be honest, aside from the models and textures I think it would be very hard to make it look as good or better.

 

Offline knn

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Yes, but in mono3 for example, we only need the nebula effect, which is not that bad ingame the last time I saw it
The Lucifer explosion would be trickier with those particles and debris
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Offline Ransom

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But the nebula effect in the cinematic is more elaborate than the ingame version, not to mention the significantly better lightning effects. And until we have a completed HTL Iceni and Ravana there would be no advantage to redoing mono3 anyway.