UFO:Alien Invasion
Development => Artwork => Topic started by: Destructavator on October 21, 2010, 03:49:21 pm
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(As I mentioned in the sticky thread, I'm breaking up discussion so each video has its own thread, and the sticky thread can be for general plans that apply to all in-game videos.)
http://destructavator.com/92dl/Intro.avi
This is a ~20 second test render of several clips put together. It doesn't start at the start of the storyboard plan because I don't have enough low-poly city buildings yet. It also skips some clip plans because I don't have a modeled cockpit and Phalanx pilot yet.
This is a work-in-progress, far from complete.
I'm thinking of seriously re-doing the radar screen display, but this is a start.
BTW, You've gotta admit - The Stiletto looks pretty bad*ss with those weapons shown mounted on it... (Shiva cannon and two mounted Sparrow missile launchers.)
I'm hoping to get mostly idea-feedback at this point, so I don't end up polishing something that won't get used.
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Nice :) Ill add sounds to it right now. :)
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Nice :) Ill add sounds to it right now. :)
You can use this to get a general idea of some of the sounds that will be needed, but as I said this isn't a final product and there will likely be changes before the final version.
Some other sounds that will be needed:
When the cockpit and pilot models are made, the pilot will be pressing buttons and using controls - might want to have a few button "click" sounds and beeps ready.
When the combat parts are rendered, we'll need explosions, missiles being launched, etc.
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Looking good, if you ask me.
You might want to insert that radar screen (assuming 0:08-0:14 is it) into the HUD. Perhaps so that the radar is where the UFO's picture will pop up shortly afterwards.
What were those white blocks on the bottom and left in the HUD?
Is the SHIVA and Sparrowhawks untextured or just simply painted black?
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The white blocks are just part of the HUD, which would scroll when the aircraft changes heading or pitch. I just thought they would add a little bit of a nice touch, but they don't have to be there - I admit I don't know a lot about real fighter aircraft HUD setups. Taking them back out would be easy.
As for the weapon models on the aircraft, I checked - Yes, the textures did load in the software, but I probably need to tweak some shadow/specular settings on them a bit. The same goes for the aircraft itself, so it doesn't look like it has low-poly shiny panels in a few spots.
As for the radar display, I understand what you're saying, I'm just not sure if it would really look good in the HUD or not. I suppose it depends on just how it is done.
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Thats what i got so far :)
http://www.mediafire.com/?lccwmw4w7fkmk10
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The white blocks are just part of the HUD, which would scroll when the aircraft changes heading or pitch. I just thought they would add a little bit of a nice touch, but they don't have to be there - I admit I don't know a lot about real fighter aircraft HUD setups. Taking them back out would be easy.
I get your point and I do think they would be nice. However, right now they're too big, wrong color (arguably) and wrong way. Admittedly, neither have I been inside an actual, modern jet fighter, most of my knowledge comes from flight (combat) sims.
Worst thing IMO is that they clip annoyingly: In the lower right they're on top of each other, which looks bad and confusing. They're also usually more green, with the setup being: top for heading, right for altitude, middle or right top for pitch and left for speed, usually with numbers in the middle of each.
The HUD also usually shows the weapon and remaining ammo in the lower left.
Pics from ARMA2 coming in a moment to explain what I mean.
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Thats what i got so far :)
http://www.mediafire.com/?lccwmw4w7fkmk10
Oooh! This set of sound FX sounds lovely - As a test I mixed it with the video to see how they would go together (I couldn't resist):
http://www.destructavator.com/92dl/Intro_b.avi
Yes, when a final video version is in the works, I think sounds like these would be perfect - The only hard part might be getting them to integrate with any music so there aren't any parts where the sounds and music are "fighting" for attention. One way is to have the music only in some of the video, not all of it, but the sound FX throughout - If it is done right, I think it would work well.
@Hertzila: Hmmm... I'm feeling more and more like I should just leave the bars out altogether. I now think that would be much easier then trying to fully imitate a complete, realistic fighter aircraft HUD, especially since I really don't know what trends are going in the field and have no idea what would be expected ~80 years in the future.
Air combat sims, at least for computers, unfortunately have to cram everything to fit onto a computer screen with a different shape and dimensions than a real cockpit, so I guess what this comes to is to not try to re-create such a HUD, unless someone with real flight experience comes to this forum and can really help out with this.
Until then, I'm probably going to leave those bars out then.
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@Hertzila: Hmmm... I'm feeling more and more like I should just leave the bars out altogether. I now think that would be much easier then trying to fully imitate a complete, realistic fighter aircraft HUD, especially since I really don't know what trends are going in the field and have no idea what would be expected ~80 years in the future.
Air combat sims, at least for computers, unfortunately have to cram everything to fit onto a computer screen with a different shape and dimensions than a real cockpit, so I guess what this comes to is to not try to re-create such a HUD, unless someone with real flight experience comes to this forum and can really help out with this.
Until then, I'm probably going to leave those bars out then.
I don't mind. I didn't expect you to completely re-create the whole cockpit. Just thought those might be useful to you (or anybody else) intending to model the cockpit and the HUD once the intro is more final.
I don't expect the look of HUD change all that much in the following years however. Mostly we'll be able to implement more colours and actual pictures (like that UFO close-up) into it but the I'd think the basic look would stay similar.
E: One idea for a HUD radar. Basically a simpler looking version of the one already in the video.
(http://i304.photobucket.com/albums/nn185/hertzila/Suunnattututka1.gif)
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Well i think that music/sound mix thing is not a real problem - its just a matter of how the music is used. We can reduce the volume of music slightly if we want to highlight sounds. Or else we can use/compose music that is in harmony with the sounds.
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@Hertzila:
I like that (looking at your example graphic) - I think something simple like that would certainly work for the HUD without creating too much clutter, yes.
When the UFO is first detected by the Stiletto's sensors, perhaps a blip could appear - as well as the crosshairs - at the same time, which could look good if it is done right.
BTW, I've fixed the contrast for the Stiletto's weapons (quick example pic attached).
@Crystan:
I agree, there's several ways of doing it - although it will probably be more clear as to which way would be the best when the visual parts are all done. I'm thinking what might be good would be to have subtle instrument sounds in-between silence when the Stiletto is by itself before it detects the UFO, then as it starts to chase it the music picks up, until finally it is more intense when combat takes place.
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Here's another idea: When the UFO is spotted, detected, etc., at some point before chasing it the pilot could press another button and the aircraft computer could be shown quickly figuring out that the UFO is headed toward the city. ("Uh oh, I've got to stop that thing before it reaches that city...") Perhaps the computer screen could show a simple wireframe diagram with arrows and an icon for a city or something.
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I like the idea.
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to the techdemo:
- well... is the stiletto scouting or does he already know that ufos are on earth?
1. if he is scouting, why does he has that much rockets?
2. if he is in war, why is he so slow?
- i dont like the fighters hud. should be green and with some lines and numbers
- the green sensor (the waves) are a) ugly wide b) why visual? i would delete them
- the terrain-graphic and pingsounds are great.
videoidea:
1. stiletto scouting. countrymusic in background. just like everything routine.
2. u see an ufo flying very very fast from left to right
3. than u see a red flash on the radar
4. pilot says "holy shit" (in all translations, should be ok...)
5. u see the ufo in the left corner of the screen flying to a city (visual on the ground on the right)
6. u see the stiletto flying like in ure video, but faster, with red light flashing on radar right in front.
7. u can see a burning city from the stiletto-huds-view. (if burning not possible with engine: u can see through the stilettos-hud the ufo flying towards the city.
8. u see the ufo ai slogan/header (dont know word).
maybe i should watch "top gun" again. i think with a good storyboard with some aktion and speed, maybe a mysterious backgroundmusic, when u see or "feel" the ufo (like the white shark in "jaws" has), the intro will get great.
i love to see all the gui talk. and now that videodemo. u all really do a greta job.
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according to the ufopedia, we already know aliens are attacking (which is why they created us) so its more of patrol mission.
as for the tech demo my two cents, why make a stiletto at all? its not about interception. i like the scenario i read here, here is my take on it:
1.starts the same with peaceful town (from here each part picks up the pace)
2. show our blue beauty from space, mother(carrier) ship pops to view from behind the camera, passing with engines roaring, sending "scouts" to earth (btw i dont recall anything about motherships or carrier in ufopedia)
3. we see the same radar screen with udo poping on screen (only its radar room on our base) then the alarm goes off, red light etc, running soldier boots in the coridor (easier than full models) and stilettos take off from the runway.
4. here there is no need for a movie just skip between good pictures of a dog fight(some thing for the imagination) with last one shwing alien ship goes down.
5. here we are slowing down, showing an alien hesitantly going out of the ship streching this part and then bamb he got shot by phalanx troop.
6. zoom on his phalanx patch ....
and if you want to be real cheesy put the inception sound track ;D
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@Bartleby and mor2:
Some of your points have already been discussed, a few of your ideas are already in the full storyboard plan (both of you). The example video done so far is just that - a quick test and only partial segment.
I'd suggest looking back and reading the whole thread, as well as the sticky topic where the whole thing started (which I probably should have included in this thread as well - The fact that I didn't is my fault).
That being said, I've seen a few ideas in both of your posts I might add the plan - The whole thing is still a work in progress and far from complete.
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http://destructavator.com/92dl/Game_Intro_1.avi
OK, here's a very short segment with part of a new HUD that I'm working on. It isn't finished yet, but if I were to continue something like this, would it work?
The thing on the right shows altitude, and the thing in the corner shows sensors/radar.
Keep in mind that this is for a craft some ~80 years in the future.
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I like the new hud. Here's a building for your city in .obj format, with .bmp files (couldn't get 3dsm to read png and didn't take the time to figure out). If this works for your needs (resolution, format) I'll try and do a few more.
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Thanks, this looks good, although for future obj structures please also include a material file with the textures.
In this case, the UV mapping is simple enough that I was able to re-map things and re-export in Blender.
I'll try this out very soon in Terragen 2.
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this hud is much better. i dont know if its easy to integrate, but here an other example inspirated by the added photo.
anyway. ure hud is already really good.
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here you go cockpit:
http://sketchup.google.com/3dwarehouse/details?mid=77d6e861316b1f1f25b8eabc772e51b0&prevstart=12
http://sketchup.google.com/3dwarehouse/details?mid=2df4aafdcaf5ec9bd4713685ae50fa13&prevstart=0
buildings (check also city):
http://sketchup.google.com/3dwarehouse/search?q=building&styp=m&btnG=Search&reps=3
pilots:
http://sketchup.google.com/3dwarehouse/search?q=pilot&styp=m&btnG=Search&reps=7
well every thing, just hit search ;) as far as i remember google sketchup warehouse are free to use and you can export to obj files from the none pro version.
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I dont think it is free according to the legal terms of the services. Google can do everything it want with the content from users, but external reuse is unclear, then it is not open source.
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clause 8.2 of term of service:
For the avoidance of doubt, you may modify, distribute, and create derivative works of Content uploaded by other users in 3D Warehouse.
;D
EDIT:
btw this model with a little adaptation is bad ass stiletto
http://sketchup.google.com/3dwarehouse/details?mid=326e859d86a8078427eb9e7911a17418&prevstart=12
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http://destructavator.com/92dl/Game_Intro_1.avi
OK, here's a very short segment with part of a new HUD that I'm working on. It isn't finished yet, but if I were to continue something like this, would it work?
The thing on the right shows altitude, and the thing in the corner shows sensors/radar.
Keep in mind that this is for a craft some ~80 years in the future.
I think it would work. The crosshair looks a bit strange but I'm guessing that the unusual design is conscious.
Couple of ideas:
1. When the screen with the UFO appears, maybe have it zoom into that full picture instead of it appearing out of static.
2. For the wireframe screen, I think it would either have to go into the lower left where the UFO pic appears or replace the original radar screen (either the present one or the first video's).
3. I don't know if it was just for simplicity in the initial rendering but I think the UFO shouldn't be moving in the same direction as the Stiletto is going, at least initially.
Ps. Weapons look great now!
EDIT:
btw this model with a little adaptation is bad ass stiletto
http://sketchup.google.com/3dwarehouse/details?mid=326e859d86a8078427eb9e7911a17418&prevstart=12
Frankly it looks a hell of a lot like our Stiletto - minus the capability to load very different weaponry without actually modifying the craft.
That being said, I remember that we could use a new model for Stiletto. IIRC, the present model is too small for most of the weaponry it's supposed to have. Too bad that one artist didn't finish his model.
But this isn't exactly right topic to discuss this.
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That hud looks much better.
Is it possible to add a light glow to the hud? :) Oh and the Radar should stop pinging as soon as it detects the enemy craft and keep the circle at the longest range and track the enemy as a red dot (like a normal radar in any other game). Consequently the small Stiletto icon should be a bit more smaller, it feels like the radar has a range of 10 meters. ;)
(http://img140.imageshack.us/img140/517/radars.jpg)
I updated the soundtrack so it fits to the new video. I also uploaded another soundfile - i added music to it to test how the vid sounds with music.
without music: http://www.mediafire.com/?9lvfifbpbrwjr7i
with music: http://www.mediafire.com/?5gjrvz0k95kgg3e
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http://destructavator.com/92dl/Intro2_a.avi
OK, these are a few more ideas put together, actually starting from the very beginning of what might be the whole video. This is a clunky draft, still only goes about half-way through for the entire thing, has some parts that are too fast or too slow, and the space scenes especially will be re-done to look better.
I still need more models for the city scene, when the Stiletto fights the UFO, and a high-detail pilot and cockpit interior.
Now if you'll excuse me, I need to take a short break from this as I've got other projects I've neglected that need a little more attention for a while (day or two), before I really get back into this.
Edit: I've also got more work done on the HUD, but I haven't put it in this video yet.
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every video is better, destructavator. just missing the little video of the ufo in the hud of the plane. liked that.
can or cant u write some english things on the video?
(best with in a typewriter-style *g*. not nice from me just to make suggestions, but i like ure work)
something like:
- when u see the earth and the ufo:
"earth 2084" or "year 2048"?
- when u see the snowy montains:
"Mumbai, year 2048, afternoon"
hm... or a translated intro like in starwars is needed.
is a later translatet textoverlay possible?
i know there was a discussion about that, cant find it and cant remember latest solution.
EDIT: wasnt the mainship in the orbit bigger?
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http://destructavator.com/92dl/Intro2_a.avi
OK, these are a few more ideas put together, actually starting from the very beginning of what might be the whole video. This is a clunky draft, still only goes about half-way through for the entire thing, has some parts that are too fast or too slow, and the space scenes especially will be re-done to look better.
looks good for only a "clunky draft", looking forwards for the next prev 8)
I still need more models for the city scene, when the Stiletto fights the UFO, and a high-detail pilot and cockpit interior.
what the warehouse stuff didnt work for you? last time i used it with blender everything except the text worked perfectly(for some reason all the text on all models got screwed up)
or you need more specific examples? or ones with textures?
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btw. don't forget to talk to winter or btaxis about this - e.g. afaik the carries must be a lot bigger.
the interceptor must get a higher res model for this, too. and the flight above the mountains needs some camera movement, otherwise it's a little boring, no? maybe rotate around the interceptor a little bit and then go into the cockpit of the interceptor.
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btw. don't forget to talk to winter or btaxis about this - e.g. afaik the carries must be a lot bigger.
the interceptor must get a higher res model for this, too. and the flight above the mountains needs some camera movement, otherwise it's a little boring, no? maybe rotate around the interceptor a little bit and then go into the cockpit of the interceptor.
I've actually been waiting and hoping for BTAxis and Winter to comment, I'm not sure why they haven't said anything yet - I even left a PM for Winter over a day ago which he didn't answer - I'm guessing he's busy or occupied with something else at the moment (which happens, from what I know of him). Hopefully within a day or so before I really get back into this one of them will help provide insight on where various parts of this should go, what should be changed in what direction, etc.
I also see plenty of good ideas from others here I might want to incorporate.
Bartleby also brought up a good question: Are subtitles in an overlay possible? Could they be displayed in whatever language the player uses (used with .po files)?
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subtitles should be possible, the rendered video frame is just an opengl texture as every other texture, too
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Hmm... This thread should be necroed! UFO:AI needs a intro! BTW what i`ve seen here so far: there is unhealthyly many mountains on that vid...
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Hmm... This thread should be necroed! UFO:AI needs a intro! BTW what i`ve seen here so far: there is unhealthyly many mountains on that vid...
Oh, no worries, I'll be getting back to this shortly.