The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
September 12, 2024, 09:47:25 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  [[CGI for UQM]] - Please send model files. // Submit your animation idea.
« previous next »
Pages: 1 ... 6 7 [8] 9 10 11 Print
Author Topic: [[CGI for UQM]] - Please send model files. // Submit your animation idea.  (Read 50226 times)
Koowluh
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 382



View Profile
Re: [[CGI for UQM]] -New Androsyn Comet // Submit your animation idea.
« Reply #105 on: August 05, 2007, 05:13:33 pm »

I gotta say guys(girls), amiga laid down some ground rules:

- It is rare to see another ship, let alone entire fleets (there's goes my terminator idea, although you could rewrite it to a single terminator flying to space being shot at by an unknown (and out of camera range) ship and the terminator chasing it, shields flaring up and blahdiblah). Not to mention that this sweetens up potential new players to "can't I play with more ships at once? the animations show it!"

- the ideas should fit into about 10 to 12 seconds max, with the a clear indication of where the overlay goes (it would be awesome if it was activating both weapon and special at that point, although a bit of creative pointing to colored parts of ships could make up for that). Detailled Orz marines jumping in and out of ships would probably be quite a bit of work.

Personal opinion: I would avoid any interior of a ship. The amounts of work to detail that and possibly ending up creating 3d models of the races would be insane.

By the way Amiga, a cool effect for the Chmmr Avatar's ZapStats would be to have them dynamically circle the Avatar (basically make them "patrol" around the ship spherical). An idea is to make the Chmmr animation like the Androsynth bubble test, having the camera move from one side of the ship to the other (back lower left to top front right for example), only to have it fire its laser -> overlay kicks in -> last two seconds the camera moves further in its trajectory as the Chmmr flies off into the unknown.

Feel free to comment.

edit: typo
Logged

I hate drugs. Air is the worst one. Breathe it once and you're hooked for life.
Valaggar
Guest


Email
Re: [[CGI for UQM]] -New Androsyn Comet // Submit your animation idea.
« Reply #106 on: August 05, 2007, 05:31:28 pm »

By the way Amiga, a cool effect for the Chmmr Avatar's ZapStats would be to have them dynamically circle the Avatar (basically make them "patrol" around the ship spherical). An idea is to make the Chmmr animation like the Androsynth bubble test, having the camera move from one side of the ship to the other (back lower left to top front right for example), only to have it fire its laser -> overlay kicks in -> last two seconds the camera moves further in its trajectory as the Chmmr flies off into the unknown.
For a variant of ZapSats circling an Avatar without getting in the laser's way, see Slylendro's movie 1283571629.

Then a one-ship-only Nemesis video follows:
0-8.5 -- A Nemesis circles around the camera, shooting at it (moving its turret accordingly); the camera is stationary, but rotates to keep focus on the Nemesis.
8.5-10 -- Suddenly, the Nemesis turns downwards and from what was, a few moments before, its back, three Marines emerge and thrust towards the camera
10 -- AT THIS POINT, OVERLAY ENSUES, pointing towards a Marine - "*GO! GO!* Marine" -, the Nemesis' turret - "Manual Targeting 360<sup>o</sup> Turret" - and a shell - "Shock Wave Howitzer Shell" - just launched by the aforementioned ship
10-13 -- The three Marines near the camera, getting really close (on the verge of entering the ship that the camera represents)
13 -- The screen goes static just like in the Mycon video.

Ah, a Shofixti Scout vessel video has just slipped into my mind.
0-10 -- We see a Scout being shot at by unseen Dreadnoughts from different direction; the camera remains stationary and watches the skillful pilot evade ALL the dozens of Fusion Bolts trying to hit him, while shooting with Mendokusai darts of its own
10 -- (AT THIS POINT, OVERLAY ENSUES, pointing towards the various items shown here, except the Divine Wind, as we can only have one ship in one video, per Amiga_Nut's directives)
10-11 -- The Scout evades the camera through the right (that is, ->) part
11-12 -- A moment of silence ensues
12-13 -- A huge explosion occurs in the right (->) part (the Glory Device's explosion).
« Last Edit: August 08, 2007, 04:39:47 pm by Valaggar the Wackrazy One » Logged
Amiga_Nut
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 208



View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #107 on: August 06, 2007, 06:46:02 am »



http://uqm.stack.nl/files/spins/show.cgi?video/DruugeTestDiVX.avi
« Last Edit: August 06, 2007, 08:38:19 am by Amiga_Nut » Logged

I keep my old Amiga on a flash-drive. Tongue

Valaggar
Guest


Email
Re: [[CGI for UQM]] -New Androsyn Comet // Submit your animation idea.
« Reply #108 on: August 06, 2007, 10:07:45 am »

Hmm... when the Druuge shoots for the first time, shouldn't there be some smoke or something similar to show that it's shooting? As it is now, it looks like it used the Blade's special ability.
« Last Edit: August 06, 2007, 12:03:12 pm by Valaggar the Wackrazy One » Logged
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: [[CGI for UQM]] -New Androsyn Comet // Submit your animation idea.
« Reply #109 on: August 06, 2007, 03:10:22 pm »

Yes, that made it work for me. If you don't want to install fraps, just unzip The FRAPS dll from HERE into your Windows/system32 directory, and you'll be able to instantly view the video with most any application, no need to reboot.  Wink

Yeah, that doesn't work. Tongue
Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
guesst
Enlightened
*****
Offline Offline

Gender: Male
Posts: 692


Ancient Shofixti Warrior


View Profile WWW
Re: [[CGI for UQM]] -New Androsyn Comet // Submit your animation idea.
« Reply #110 on: August 06, 2007, 06:05:53 pm »

Ah, good ol' Amiga Nut. Throwing off the screen width with his over sized WIP shots. (Insert smiley to show I mean no malice)

Amiga Nut, what do you know about animation? Your Druuge needs a take, a few frames that anticipates quick action that is to follow. In the case of the Druuge, the take can be a round puff of smoke followed by a flash of light even before the streak of the shot is seen, and backwards jerk needs to be a bigger initial jump, traditionally accomplished by actually deleting the frame with the initial movement. You don't see this sort of thing, but you feel it.
Logged

A new game and it's code each week. Please visit Cymon's Games
Amiga_Nut
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 208



View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #111 on: August 06, 2007, 07:37:45 pm »

Druuge Final
Logged

I keep my old Amiga on a flash-drive. Tongue

Valaggar
Guest


Email
Re: [[CGI for UQM]] -New Androsyn Comet // Submit your animation idea.
« Reply #112 on: August 06, 2007, 09:16:23 pm »

Personal opinion: I would avoid any interior of a ship. The amounts of work to detail that and possibly ending up creating 3d models of the races would be insane.
Well, you can use low-poly models such as this one:

 Grin
And have them walk around the room without moving their appendages, just to decrease the amount of work needed.
« Last Edit: August 06, 2007, 09:18:56 pm by Valaggar the Wackrazy One » Logged
Galactic
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 146



View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #113 on: August 06, 2007, 09:52:14 pm »

That looks cool.
Logged
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #114 on: August 07, 2007, 04:37:49 am »

Fine! I'll install FRAPS.

Good job with the Mauler! Smiley Is there a higher resolution version of that?
What's coming up next? Cheesy
Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Eth
Zebranky food
*
Offline Offline

Posts: 20


Shipwrecked and comatose.


View Profile WWW
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #115 on: August 07, 2007, 05:09:37 am »

  This looks fun.  I wanna make one.  Has anyone done (or is planning to do soon) the Earthling Cruiser?  That would be easy for me to model (as they have top and side orthographic views in SC1) and it's one of my favorite ships.  Can I call dibs? 
Logged

Novus
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1938


Fot or not?


View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #116 on: August 07, 2007, 04:24:16 pm »

As I've mentioned earlier, Amiga_Nut, high-definition versions of the videos would be very cool, if you can spare the time and space to rerender the animations (and still have all the necessary files; how much of the Mycon animation stuff can be salvaged?). 640x480 would integrate well with UQM, and the HD versions are just too cool to not use.

Right now, I'm encoding the videos using ffmpeg to ISO MPEG-4 Part 2 (with an Xvid FourCC identification code to get compatible codecs like Xvid and DivX to accept it). With the quality settings I'm using, the file size is about 1 MB per ship (down from 2 MB for the 3DO videos) and the video quality is as good as it gets, more or less, at this resolution; the worst problem is the chroma downsampling. I've noticed that the Mycon video in particular depends a lot on the equipment and software it's played on (mostly due to differences in chroma upsampling). On an old nVidia Riva TNT's video acceleration, the Podship degenerates into a mass of red and orange Lego bricks (essentially 160x120 resolution naively upsampled back to 320x240). Newer hardware and software fares a lot better; on a newer but cheap Intel 855GM, there's some slight blockiness around the edges of the red areas, but the actual reddish (lava?) areas are quite smooth.

Of course, this is me looking for problems with my nose only a few cm from a fullscreen video on a 15-17 inch display. For most cases, the current video quality is adequate. However, I think doubling the resolution would allow noticeably greater quality without affecting download size much.

I suppose a change of codec would be possible, but MPEG-4 Part 2 has the advantages of being very widely supported (as in I've seen cheap DVD players handle this stuff without a hitch) and not too resource-intensive (MPEG-4 Part 10, a.k.a. H.264, may have better quality but it is slow, at least with decoders we could use in UQM).
Logged

RTFM = Read the fine manual.
RTTFAQ = Read the Ur-Quan Masters Technical FAQ.
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #117 on: August 08, 2007, 05:14:39 am »


The video link there seems to be broken. Sad

(MPEG-4 Part 10, a.k.a. H.264, may have better quality but it is slow, at least with decoders we could use in UQM).

Indeed: Apple uses that codec, and as I mentioned, I can't even play their medium movie trailers, yet the large Mycon video plays fine.
Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Jaenis
Zebranky food
*
Offline Offline

Posts: 14



View Profile
Re: [[CGI for UQM]] -New Druuge Final // Submit your animation idea.
« Reply #118 on: August 08, 2007, 08:03:51 am »

Beautiful videos, great work there  Cool

I thought to join with idea of Pkunk Fury animation:
Fury flies across the screen and fires few pellets (trying to hit ship offscreen). The other ship fires (only bullet is shown) and Fury is destroyed. Few seconds pass, while camera zooms out and pans a bit, and then Pkunk resurrects. Info screen. Fury spins and shoots pellets at the end.

Rough timing (in seconds):
0-3: flies across the screen
3-6: fires few pellets while flying
6-7: destroyed
7-8: camera zooms out and pans a bit
8-10: resurrection
10: info, rebirth trails still showing on screen
10-13: spins and shoots

Tried to make it quite simple and manageable - but destroying the ship might cause trouble.
Logged
Amiga_Nut
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 208



View Profile
Re: [[CGI for UQM]] -New Spathi Motion Test // Submit your animation idea.
« Reply #119 on: August 08, 2007, 10:04:17 am »

Quote
Beautiful videos, great work there 

I thought to join with idea of Pkunk Fury animation:
Fury flies across the screen and fires few pellets (trying to hit ship offscreen). The other ship fires (only bullet is shown) and Fury is destroyed. Few seconds pass, while camera zooms out and pans a bit, and then Pkunk resurrects. Info screen. Fury spins and shoots pellets at the end.

Rough timing (in seconds):
0-3: flies across the screen
3-6: fires few pellets while flying
6-7: destroyed
7-8: camera zooms out and pans a bit
8-10: resurrection
10: info, rebirth trails still showing on screen
10-13: spins and shoots

You hear that everyone? That's what I'm talking about. A little dry perhaps. But still good. A technical direction. Spice it up a bit Jaenis and you've got this one.  Grin

For everyone else who’s posted: Just because I have not directly responded to your ideas does not mean that I don't like them. In fact, I am very grateful for all the input. I can guarantee that most of you will likely see at least some elements of your ideas in the upcoming animations. I'm still waiting for an actual storyboard.  Wink

Revise<>Repost... I don't mind...   remember that 400 frames is a SHORT amount of time to work with. Tell me what to do with your favorite ship.
Also: There are certain things that I am having great fun working on... The Illwrath cloaking device... Chmrr tractor beam... Orz marine... Arilou teleport... I am holding off on showing this stuff too soon. Don't forget about these necessary elements. (What does this ship do?) What does a Pkunk ship resurrection look like? o_O

alephresh: Yep that's broken all right. That's the old one. No worries.

Spathi Motion Test
« Last Edit: August 08, 2007, 02:25:55 pm by Amiga_Nut » Logged

I keep my old Amiga on a flash-drive. Tongue

Pages: 1 ... 6 7 [8] 9 10 11 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!