Development > Artwork

Video in-game cut-scene movie clip planning

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Destructavator:
OK, now that I have some serious tools for rendering outdoor scenes, terrain, skies, and backgrounds, I'd really like to get going on ideas for in-game cinematic clips.

Ideas and storyboarding plans can go here, in this thread, anything from hand-drawn sketches to quickly rendered low-quality still drafts.

If you propose an idea, please keep in mind the following:

- If it isn't terrain, clouds, scenery, etc., and we don't already have a 3D model for it, someone will have to make a 3D model and possibly animate it.  Please don't dream up something with outlandish details that require lots of highly detailed models and then expect one of the modelers here to simply do all that work for you.  We already have quite a bit in the data source to start with.

- Also about models, large objects that are viewed from a distance (buildings) should be rather simple, without too many polys, or else rendering scenes would take too long.  Close up content should have fairly good detail though - An example would be the interior cockpit of a Phalanx fighter aircraft and the pilot, to depict a pilot pressing controls and operating the aircraft in the middle of air combat, looking out the window, etc.

- Between Crystan and myself there shouldn't be too many issues coming up with SFX and soundtracks for the movie clips, however:

- No language, written, printed, or spoken please.  That would create localization issues, as we would then have to have alternate video clips and alternate soundtracks for every single language the game supports, which isn't really feasible - I personally wouldn't support such a thing.

- Even without language, we can still depict characters that communicate.  If a civilian is shown watching an alien ship land, a later shot of the video clip could show the same person frantically interacting with another person, out of range for hearing any exact words, but making gestures and pointing to where they saw the UFO as if to imply "It's over there!  I'm serious - I saw a UFO land!"

If a good plan for a video is put together, approved by BTAxis and Winter, and it seems do-able (doesn't require tons of fancy modeling work beyond reason), I will put it together and make it happen.

Destructavator:
I'd like to point out that a priority will be a new intro video for the game, one that is actually decent.  The old one was thrown together as a "placeholder" and is, quite frankly, a bit crappy.

H-Hour:
Is the level of detail you're looking for? If so I can slap some quick textures on these. The other buildings I was talking about are going to be a pain to convert over, because all the texturing is for a RSB format that was peculiar to Red Storm Entertainment games.

Destructavator:

--- Quote from: H-Hour on October 18, 2010, 05:41:21 pm ---Is the level of detail you're looking for? If so I can slap some quick textures on these. The other buildings I was talking about are going to be a pain to convert over, because all the texturing is for a RSB format that was peculiar to Red Storm Entertainment games.

--- End quote ---

Yes, that type of mesh detail, with few polys and faces like that, is just about perfect for what I'm looking for, although if the mapped textures have a decent amount of detail that would be nice.  For UV textures I'd suggest a resolution of ~512x512 or ~512x256 tops (depending on the shape of the UV map), although if the initial texture size is larger it can always be scaled down w/anti-aliasing to preserve perceived detail.

Keep in mind that when such simple models are added to a TG2 scene as a population, it can end up producing a large number of combined polys that can add up.  TG2 actually is designed for rendering in small sections at a time, so even if complex models were used I don't think it would run out of memory or anything, it would simply take a very long time to render the whole scene.

I can use city buildings, suburban structures, rural farm buildings, just about anything.

For objects that aren't in a population but are instead a single (or small number) instance, such as one or two fighter aircraft in a scene, we can probably get away with complex models (which is actually good for close-up shots).

BTW, populations should also work for people, making small crowds of scattered civilians.

Hertzila:
Just a question but if the intro is supposed to show (if it shows) the initial attacks, shouldn't it be allowed to use the specific place's language in signs and such, if not even in speech? Since they are predetermined, it shouldn't be affected by the local language settings. German in Bonn most likely stays German, whether the player him/herself is from Germany or Australia.

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