Advertisement
MjnMixael

Cutscene Project Open Forum

Oct 30th, 2012
88
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 48.59 KB | None | 0 0
  1. [color=limegreen][b]@MjnMixael:[/b][/color] so... first up is talking about what's already done
  2. here's a refresher [url]https://vimeo.com/channels/413098[/url]
  3.  
  4. [color=brown][b]Phantom_Hoover:[/b][/color] Explosion effects in Endgame are a bit dodgy, aren't they?
  5.  
  6. [color=limegreen][b]@MjnMixael:[/b][/color] it seems many people don't like them
  7.  
  8. [color=red][b]Luis_lurking: [/b][/color] yes... but they are less bad than I remember them
  9.  
  10. [color=brown][b]Phantom_Hoover:[/b][/color] How'd you render these?
  11.  
  12. [color=red][b]Luis_lurking: [/b][/color] don't be hard on yourself. explosions are very very hard to do well.
  13.  
  14. [color=limegreen][b]@MjnMixael:[/b][/color] though, interestingly, everyone "knows" how to fix them by assuming they are composited into the scene. Which they aren't, they are done with a fluid dynamics system
  15.  
  16. [color=brown][b]Phantom_Hoover:[/b][/color] Heh.
  17.  
  18. [color=yellow][b]@Oddgrim:[/b][/color] While I agree they could be better looking, but sadly I don't know how.
  19.  
  20. [color=brown][b]Phantom_Hoover:[/b][/color] It's a bit telling that everyone assumes they're composited though.
  21.  
  22. [color=red][b]Luis_lurking: [/b][/color] I can see they are Mjn.
  23.  
  24. [color=brown][b]Phantom_Hoover:[/b][/color] black_yoshi[doh], no it wasn't, have some hard tack pie.
  25.  
  26. [color=limegreen][b]@MjnMixael:[/b][/color] I toyed with composited explosions in this scene but with the action going on, I really wanted the fighters/bombers to interact with the explosions
  27.  
  28. [color=brown][b]Phantom_Hoover:[/b][/color] Is it because they have such a sharp contrast with the other graphics?
  29. Also you did that with a fluid dynamics system? Wow
  30.  
  31. [color=red][b]Luis_lurking: [/b][/color] Yes, there is a lot of things, I do not know if Mjn wants a list of what happened there... is that your idea?
  32.  
  33. [color=limegreen][b]@MjnMixael:[/b][/color] rephrase that with better grammar?
  34.  
  35. [color=red][b]Luis_lurking: [/b][/color] sorry
  36.  
  37. [color=brown][b]Phantom_Hoover:[/b][/color] Have the voices been redone?
  38.  
  39. [color=limegreen][b]@MjnMixael:[/b][/color] they have for the Ancients cutscenes
  40.  
  41. [color=red][b]Luis_lurking: [/b][/color] I was asking if by posting the vimeo videos, you want a proper criticism, or lets get to other stuff?
  42.  
  43. [color=limegreen][b]@MjnMixael:[/b][/color] Dan Wentz redid the music and had the voices re-recorded
  44.  
  45. [color=yellow][b]@Oddgrim:[/b][/color] He did? Bless him.
  46.  
  47. [color=limegreen][b]@MjnMixael:[/b][/color] I don't want to take up the entire time with a full list crit, but if you have specific things to talk about, feel free
  48.  
  49. [color=orange][b]black_yoshi[doh]:[/b][/color] PH, just the Ancients' voice is redone as far as I know. Not sure if you can find a replacement for Bosch or the Colossus reader (ahem, Kurtwood Smith).
  50.  
  51. [color=maroon][b]JC:[/b][/color] that voice is awesome, must be hard to find a fitting replacement, else keep voice file instead?
  52.  
  53. [color=yellow][b]@Oddgrim:[/b][/color] I can post the renders to the FS1 pilot if you want to MjnMixael
  54.  
  55. [color=red][b]Luis_lurking: [/b][/color] Well the first explosions are too contrasting (which isn't bad), but then the set does not seem to be influenced by that light
  56. that is what makes many people think it was composited.
  57. the detail of having the mesh slightly destroyed is nice, but it repeats exactly the same some 4 or 6 times.
  58.  
  59. [color=limegreen][b]@MjnMixael:[/b][/color] the set is definitely influenced by the light from the explosions
  60.  
  61. [color=red][b]Luis_lurking: [/b][/color] it is, but not enough.
  62.  
  63. [color=yellow][b]@Oddgrim:[/b][/color] I think the textures look to muddy when contrasted to the hi-quality explotions.
  64.  
  65. [color=limegreen][b]@MjnMixael:[/b][/color] could be
  66.  
  67. [color=red][b]Luis_lurking: [/b][/color] well that was a problem of the models themselves.
  68.  
  69. [color=brown][b]Phantom_Hoover:[/b][/color] I think that's it.
  70.  
  71. [color=limegreen][b]@MjnMixael:[/b][/color] but that issue is not easily remedied without the source textures for the HTL Lucifer
  72.  
  73. [color=brown][b]Phantom_Hoover:[/b][/color] Luis_lurking, but the models aren't going to change any time soon.
  74.  
  75. [color=yellow][b]@Oddgrim:[/b][/color] The difference is quite yarring. And makes the explotion stand out a lot more
  76.  
  77. [color=red][b]Luis_lurking: [/b][/color] the explosions themselves... well I don't like them still.
  78.  
  79. [color=yellow][b]@Oddgrim:[/b][/color] I don't want to assume too much but think it is salvageable without the source perhaps.
  80.  
  81. [color=yellow][b]@Oddgrim:[/b][/color] Would require a complete rebuild, taht is if it's possible.
  82.  
  83. [color=limegreen][b]@MjnMixael:[/b][/color] complete rebuild of what?
  84.  
  85. [color=yellow][b]@Oddgrim:[/b][/color] the HTL textures.
  86.  
  87. [color=red][b]Luis_lurking: [/b][/color] wow.
  88.  
  89. [color=yellow][b]@Oddgrim:[/b][/color] of the lucy
  90.  
  91. [color=limegreen][b]@MjnMixael:[/b][/color] right.. well that's probably a bit too much work for a scene I don't want to re-render again (it takes a full 2 weeks)
  92.  
  93. [color=red][b]Luis_lurking: [/b][/color] I think redoing this scene is probably a project for 2016 or 2020.
  94.  
  95. [color=limegreen][b]@MjnMixael:[/b][/color] not by me
  96.  
  97. [color=red][b]Luis_lurking: [/b][/color] right lol
  98.  
  99. [color=yellow][b]@Oddgrim:[/b][/color] Yes.
  100. hehe mjn ;p
  101.  
  102. [color=limegreen][b]@MjnMixael:[/b][/color] alright, before we move on.. anything other than the explosions to discuss as far as feedback to keep in mind as I move forward?
  103.  
  104. [color=red][b]Luis_lurking: [/b][/color] Well, MJN, what about the end explosions?
  105. So some amazing person should make an amazing update of the Lucy and then perhaps that project can hold up.
  106.  
  107. [color=limegreen][b]@MjnMixael:[/b][/color] those are specifically made to match the original
  108. someone, I think, about that once
  109.  
  110. [color=red][b]Luis_lurking: [/b][/color] What do you feel about them? They feel a little disjointed, as if they don't convey the blast, as if they are a sequence of things that must happen (light, bang, rings, light again, etc.)
  111.  
  112. [color=limegreen][b]@MjnMixael:[/b][/color] they match the original almost exactly
  113.  
  114. [color=red][b]Luis_lurking: [/b][/color] Yeah, let me look.
  115. [url]http://www.youtube.com/watch?v=i5sdlDK0TOw[/url]
  116. The sequence is tighter.
  117.  
  118. [color=limegreen][b]@MjnMixael:[/b][/color] noted
  119.  
  120. [color=red][b]Luis_lurking: [/b][/color] Also, there is not a "point light" where the blast "starts", making it obvious it is some 3d point object that you placed in front of the lucy.
  121.  
  122. [color=limegreen][b]@MjnMixael:[/b][/color] it's not a 3d object placed in front, actually... that one was composited
  123.  
  124. [color=red][b]Luis_lurking: [/b][/color] Note how the blasts start with "blobs", fuzzying the area (and hiding the details so it is easy to do)
  125. Yeah, I was thinking 3dstudio, where you can do that in post video (or whtv it is called)
  126.  
  127. [color=limegreen][b]@MjnMixael:[/b][/color] well, as I said, I don't want to spend the whole time on this.. there's a lot to cover... and we are starting to discuss specifics of a scene that won't be remade. and these points aren't really transferrable to the other cutscenes
  128.  
  129. [color=red][b]Luis_lurking: [/b][/color] yes
  130. just useful for future reference? lets move on if you want.
  131.  
  132. [color=brown][b]Phantom_Hoover:[/b][/color] will bosch's laptop have a vaguely reasonable ui
  133.  
  134. [color=red][b]Luis_lurking: [/b][/color] roflmao good question.
  135.  
  136. [color=limegreen][b]@MjnMixael:[/b][/color] so let's move on to the new FS1 remakes, specifically how to resolve certain V errors (if they need to be resolved at all)
  137. we'll get to that in a bit
  138.  
  139. [color=yellow][b]@Oddgrim:[/b][/color] bosch is old school he uses ms dos command line.
  140.  
  141. [color=limegreen][b]@MjnMixael:[/b][/color] For example, the FS1 intro has the Manticore shooting lasers from its missile mounts... should that be changed?
  142.  
  143. [color=red][b]Luis_lurking: [/b][/color] ok, the intro FS1 scene, right?
  144.  
  145. [color=pink][b]Axem:[/b][/color] yes
  146. change it
  147.  
  148. [color=beige][b]niffiwan-work:[/b][/color] yes
  149.  
  150. [color=red][b]Luis_lurking: [/b][/color] yeah
  151.  
  152. [color=pink][b]Axem:[/b][/color] change it change it change it change it
  153.  
  154. [color=red][b]Luis_lurking: [/b][/color] thats a given.
  155.  
  156. [color=yellow][b]@Oddgrim:[/b][/color] yes.
  157.  
  158. [color=limegreen][b]@MjnMixael:[/b][/color] haha, alrighty then
  159.  
  160. [color=brown][b]Phantom_Hoover:[/b][/color] Wait, are you trying to remake them shot-by-shot?
  161.  
  162. [color=limegreen][b]@MjnMixael:[/b][/color] SIDENOTE: after 30 min of screaming, it sounds like my daughter fell asleep
  163.  
  164. [color=orange][b]black_yoshi[doh]:[/b][/color] Ash's Apollo will still be a two-seater, right?
  165.  
  166. [color=brown][b]Phantom_Hoover:[/b][/color] MjnMixael, be responsible parent: consider possibility that she is instead dead
  167.  
  168. [color=beige][b]niffiwan-work:[/b][/color] do we have a two seater model?
  169.  
  170. [color=limegreen][b]@MjnMixael:[/b][/color] yes, it is currently planned that Ash will be flying the 2 seater Apollo equipped with missile mounts and all
  171.  
  172. [color=yellow][b]@Oddgrim:[/b][/color] cool.
  173.  
  174. [color=limegreen][b]@MjnMixael:[/b][/color] Hades is currently working on an Apollo HTL along with its variant
  175.  
  176. [color=red][b]Luis_lurking: [/b][/color] Hades.
  177. RIght.
  178.  
  179. [color=limegreen][b]@MjnMixael:[/b][/color] [url]http://p3d.in/mV7pj[/url]
  180.  
  181. [color=yellow][b]@Oddgrim:[/b][/color] He is progressing well so far.
  182.  
  183. [color=limegreen][b]@MjnMixael:[/b][/color] indeed
  184.  
  185. [color=red][b]Luis_lurking: [/b][/color] wow it's really good.
  186.  
  187. [color=brown][b]Phantom_Hoover:[/b][/color] wait, who was in the other seat of ash's apollo
  188.  
  189. [color=orange][b]black_yoshi[doh]:[/b][/color] White Apollo or Red Apollo.
  190.  
  191. [color=limegreen][b]@MjnMixael:[/b][/color] some dead guy
  192.  
  193. [color=maroon][b]JC:[/b][/color] It's good to hear the intro is being remade, thats definitely something I've been looking for
  194.  
  195. [color=limegreen][b]@MjnMixael:[/b][/color] it'll match the cutscene's colors
  196.  
  197. [color=orange][b]black_yoshi[doh]:[/b][/color] PH, probably the WSO/Copilot, but he's dead anyway.
  198.  
  199. [color=yellow][b]@Oddgrim:[/b][/color] How long it lasts.. I don't know. Hopefully until the end.
  200.  
  201. [color=brown][b]Phantom_Hoover:[/b][/color] wtf is with those giant holes in the engines
  202.  
  203. [color=limegreen][b]@MjnMixael:[/b][/color] unfinished parts
  204.  
  205. [color=yellow][b]@Oddgrim:[/b][/color] it's not done yet.
  206.  
  207. [color=limegreen][b]@MjnMixael:[/b][/color] now, this one I'm a bit fuzzy on.. perhaps Goober5000 can clear it up
  208. but I recall some issue with the Command Brief map being inaccurate
  209.  
  210. [color=red][b]Luis_lurking: [/b][/color] (for reference: [url]http://www.youtube.com/watch?v=-qRJDv5UcRc[/url])
  211.  
  212. [color=limegreen][b]@MjnMixael:[/b][/color] I should have been more clear, I'm talking about the map in the Command Brief cutscenese, not the intro
  213. [url]https://www.youtube.com/watch?v=7xzRKcZbgG8[/url]
  214.  
  215. [color=red][b]Luis_lurking: [/b][/color] There's a lot of discussion about it in the wiki
  216.  
  217. [color=limegreen][b]@MjnMixael:[/b][/color] link
  218.  
  219. [color=red][b]Luis_lurking: [/b][/color] grmp wait
  220.  
  221. [color=teal][b]Goober5000:[/b][/color] o hai
  222. yeah, the command briefing is different in the position of the systems, but not their connections
  223.  
  224. [color=limegreen][b]@MjnMixael:[/b][/color] so changing/fixing that shouldn't really be a cause for concern
  225.  
  226. [color=red][b]Luis_lurking: [/b][/color] [url]http://www.hard-light.net/wiki/index.php/Node_Inconsistencies[/url]
  227.  
  228. [color=teal][b]Goober5000:[/b][/color] stand by
  229.  
  230. [color=red][b]Luis_lurking: [/b][/color] but doesn't it fail to have some connections and stuff?
  231.  
  232. [color=brown][b]Phantom_Hoover:[/b][/color] MjnMixael, are you going to completely rework the Battle of Deneb or just keep it the way it is?
  233.  
  234. [color=limegreen][b]@MjnMixael:[/b][/color] Phantom, we'll get there
  235.  
  236. [color=yellow][b]@Oddgrim:[/b][/color] indeed
  237.  
  238. [color=teal][b]Goober5000:[/b][/color] in the command brief cutscene, it should not be a concern, right
  239.  
  240. [color=limegreen][b]@MjnMixael:[/b][/color] awsum
  241.  
  242. [color=teal][b]Goober5000:[/b][/color] and actually, I can see why they did it the way they did -- though I defer to MJN's professional opinion :p
  243.  
  244. [color=limegreen][b]@MjnMixael:[/b][/color] to get the systems bigger on the map
  245. easier to see, etc
  246.  
  247. [color=teal][b]Goober5000:[/b][/color] they are talking about the jump from Ribos to Ikeya, but from a visual arrangement consideration, the Betelgeuse graphic is closest
  248. yes
  249. so they relabeled Betelgeuse as Ikeya
  250. since they have the same correct jump lines and number of jump nodes, it's ok
  251.  
  252. [color=limegreen][b]@MjnMixael:[/b][/color] alright, I'll toy with that and see how things work and what looks best
  253.  
  254. [color=purple][b]Not_Nuclear:[/b][/color] as far as changes to the FS2 battle of deneb cutscene, are any major changes planned to it other than fixing the lucifer beam errors and some other minor issues?
  255.  
  256. [color=limegreen][b]@MjnMixael:[/b][/color] but good to know that I don't have to keep some wierd node stuff
  257.  
  258. [color=teal][b]Goober5000:[/b][/color] the possibly more controversial part of that cutscene are the links from Sol shown at the beginning :p
  259.  
  260. [color=limegreen][b]@MjnMixael:[/b][/color] those will stay
  261.  
  262. [color=red][b]Luis_lurking: [/b][/color] Yeah that can be cut off.
  263. lolll
  264.  
  265. [color=limegreen][b]@MjnMixael:[/b][/color] they stayed in the cb anim remakes and ST:R answers that question quite nicely, imo
  266.  
  267. [color=red][b]Luis_lurking: [/b][/color] why though? we know those do not exist.
  268. ah.
  269.  
  270. [color=yellow][b]@Oddgrim:[/b][/color] should have dropped these earlier : ash model work in progress [url]http://img715.imageshack.us/img715/1358/fontback.png[/url]
  271. [url]http://img267.imageshack.us/img267/1149/helmet1.png[/url]
  272. [url]http://img834.imageshack.us/img834/3811/face1f.png[/url]
  273.  
  274. [color=teal][b]Goober5000:[/b][/color] at 0:20, the jumps from Sol to Deneb and Sol to BetAq are shown
  275.  
  276. [color=red][b]Luis_lurking: [/b][/color] (blank on ST:R)
  277.  
  278. [color=teal][b]Goober5000:[/b][/color] I'm in favor of keeping the Sol lines though, for STR reasons :D
  279. (credit originally goes to Mad Bomber for the phasing jump node idea though)
  280.  
  281. [color=limegreen][b]@MjnMixael:[/b][/color] as I recall, ST:R basically says that the Lucifer explosion was strong enough to knock out the weaker nodes too
  282.  
  283. [color=teal][b]Goober5000:[/b][/color] yup
  284.  
  285. [color=limegreen][b]@MjnMixael:[/b][/color] man, look at that PILOT
  286.  
  287. [color=teal][b]Goober5000:[/b][/color] that pilot doesn't look like Adam Pletcher though :(
  288.  
  289. [color=beige][b]niffiwan-work:[/b][/color] looks good :)
  290.  
  291. [color=yellow][b]@Oddgrim:[/b][/color] Adam who? :p
  292.  
  293. [color=limegreen][b]@MjnMixael:[/b][/color] we'll get to that topic soon...
  294.  
  295. the last cutscene error I have on my list is the Hall Fight scaling issue
  296.  
  297. [color=purple][b]Not_Nuclear:[/b][/color] adam pletcher, one of the chief writers on fs1
  298. i think. he wrote the fsbible didnt he?
  299.  
  300. [color=orange][b]black_yoshi[doh]:[/b][/color] Isn't he also one of the FS Project Directors?
  301.  
  302. [color=limegreen][b]@MjnMixael:[/b][/color] marines going through the Elysium dockport would be super-sized
  303.  
  304. [color=teal][b]Goober5000:[/b][/color] lol
  305. as in, how many meters?
  306.  
  307. [color=orange][b]black_yoshi[doh]:[/b][/color] Um, 1.8ish meters?
  308.  
  309. [color=yellow][b]@Oddgrim:[/b][/color] Oh yes, they would be 5m tall or something?
  310.  
  311. [color=teal][b]Goober5000:[/b][/color] ok, I'm in favor of shrinking the marines to proper scale
  312.  
  313. [color=limegreen][b]@MjnMixael:[/b][/color] the opening in the cutscene that they float through would be pretty darned big
  314.  
  315. [color=teal][b]Goober5000:[/b][/color] idea: since the team is referred to as "Squad 2", perhaps there could be two squads, each of which investigate a separate tunnel that is to proper scale
  316.  
  317. [color=yellow][b]@Oddgrim:[/b][/color] aye.
  318.  
  319. [color=beige][b]niffiwan-work:[/b][/color] what about having smaller opening within the Elysium dockpoint?
  320. like a door within a door
  321.  
  322. [color=limegreen][b]@MjnMixael:[/b][/color] I meant to do a scale comparison image for this...
  323. I thought about that
  324. but wasn't sure how to visually show that without changing the cut of the cutscene
  325.  
  326. [color=teal][b]Goober5000:[/b][/color] hmm
  327.  
  328. [color=limegreen][b]@MjnMixael:[/b][/color] we see the inside of the Elysium.. perhaps we see the whole dock door, but then only a small circle by the Marines actually opens?
  329.  
  330. [color=teal][b]Goober5000:[/b][/color] that might work
  331.  
  332. [color=yellow][b]@Oddgrim:[/b][/color] would be good, like a huge pressure system around it.
  333. So it sucks on the hull
  334. It is a multi purpose boarding craft along other things.
  335.  
  336. [color=teal][b]Goober5000:[/b][/color] indeed
  337.  
  338. [color=limegreen][b]@MjnMixael:[/b][/color] pardon the quick mockup [url]http://img641.imageshack.us/img641/9918/imagebin.jpg[/url]
  339.  
  340. [color=teal][b]Goober5000:[/b][/color] could be a human-sized docking system that's lsimilar to a cargo-sized docking system
  341.  
  342. [color=limegreen][b]@MjnMixael:[/b][/color] the red would be the whole dock door with teh green being the part that actually opens
  343.  
  344. [color=teal][b]Goober5000:[/b][/color] that is a terrible mockup
  345.  
  346. [color=limegreen][b]@MjnMixael:[/b][/color] I could also zoom the scene out some
  347.  
  348. [color=yellow][b]@Oddgrim:[/b][/color] lol, but I can make out what you mean
  349.  
  350. [color=beige][b]niffiwan-work:[/b][/color] I see what you mean - looks good
  351.  
  352. [color=yellow][b]@Oddgrim:[/b][/color] the green sbribbles are the opening right?
  353.  
  354. [color=limegreen][b]@MjnMixael:[/b][/color] yeah
  355. coolio, that'll be the plan then
  356.  
  357. [color=yellow][b]@Oddgrim:[/b][/color] some burnt marks and signs of forced entry would be cool to
  358.  
  359. [color=limegreen][b]@MjnMixael:[/b][/color] good call
  360. next item... Faces
  361.  
  362. [color=beige][b]niffiwan-work:[/b][/color] might be getting too ambitious, but would they let off some sort of flashbang equivalent before the marines enter?
  363.  
  364. [color=limegreen][b]@MjnMixael:[/b][/color] how exactly must the faces match the original?
  365.  
  366. niffiwan, if that happens, it's not in the cutscene because I can't change the cut or the audio
  367.  
  368. [color=beige][b]niffiwan-work:[/b][/color] oh right - forgot about that :)
  369.  
  370. [color=orange][b]black_yoshi[doh]:[/b][/color] Besides, would flashbangs work against Shivan optics?
  371.  
  372. [color=limegreen][b]@MjnMixael:[/b][/color] the faces issue most applies to the FS1 Intro and the Command Brief cutscenes
  373.  
  374. [color=orange][b]black_yoshi[doh]:[/b][/color] In which case they're wearing masks.
  375.  
  376. [color=yellow][b]@Oddgrim:[/b][/color] flashbangs, are they used if you know or expect someone to be waiting?
  377.  
  378. [color=orange][b]black_yoshi[doh]:[/b][/color] Instead of Riviera control.
  379.  
  380. [color=limegreen][b]@MjnMixael:[/b][/color] this is potentially a problem because I apparently suck at making the faces match others... I tried altering one of my guys to look like Lt. McCarthy with no success
  381.  
  382. [color=yellow][b]@Oddgrim:[/b][/color] nevermind that point is moot anyhow since you can't edit the audio
  383. Have you tried programs like zbrush or the maya/max sculpt tool? (silly question I know but I needs to ask)
  384. if not then perhaps I can help?
  385.  
  386. [color=maroon][b]JC:[/b][/color] dont one of the pilot heads completely match mccarthy tho?
  387.  
  388. [color=limegreen][b]@MjnMixael:[/b][/color] well, I'll be honest, I'd been trying to alter the faces in such a way so that I don't have to redo the face texture/UVs
  389.  
  390. [color=teal][b]Goober5000:[/b][/color] some faces I don't care about, but I would be highly disappointed if we don't have a FS guy who looks like Adam Pletcher
  391.  
  392. [color=yellow][b]@Oddgrim:[/b][/color] Yes that makes it more promlematic.
  393.  
  394. [color=teal][b]Goober5000:[/b][/color] considering how much that model was used in FS1
  395.  
  396. [color=limegreen][b]@MjnMixael:[/b][/color] Oddgrim, if you can help with that, then perhaps we can get closer, but it's not an easy job
  397.  
  398. [color=yellow][b]@Oddgrim:[/b][/color] Indeed.
  399. I'll give it my best try.
  400.  
  401. [color=limegreen][b]@MjnMixael:[/b][/color] anyone else have thoughts?
  402.  
  403. [color=teal][b]Goober5000:[/b][/color] I thought the Riviera comm officer was ugly when I first saw her >.>
  404.  
  405. [color=beige][b]niffiwan-work:[/b][/color] I think it'd be nice if the faces were close, but I have no idea of the complexity involved.
  406.  
  407. [color=pink][b]Axem:[/b][/color] (goober's got a crush on riviera comm officer)
  408.  
  409. [color=teal][b]Goober5000:[/b][/color] no u
  410. I have a crush on Head-CM5
  411.  
  412. [color=beige][b]niffiwan-work:[/b][/color] who said something about it being Lt. Kim's sister? :)
  413.  
  414. [color=yellow][b]@Oddgrim:[/b][/color] Please no, that won't look good nifflwan
  415. I'm almost spent.
  416.  
  417. [color=orange][b]black_yoshi[doh]:[/b][/color] I wish there was a pilot persona with sunglasses.
  418.  
  419. [color=maroon][b]JC:[/b][/color] on that note the starlancer head anis are pretty good
  420.  
  421. [color=limegreen][b]@MjnMixael:[/b][/color] alright, so it sounds like Ash is the only one that people care about...
  422.  
  423. [color=maroon][b]JC:[/b][/color] though they dont have the exact same headgear
  424. ash is most important in my opinion,
  425.  
  426. [color=limegreen][b]@MjnMixael:[/b][/color] are rather -really- care about
  427. the rest can just be close
  428.  
  429. [color=maroon][b]JC:[/b][/color] but riviera outpost woman also is important to me, but close enough is good too
  430.  
  431. [color=limegreen][b]@MjnMixael:[/b][/color] I'm betting the Riviera lady can be a woman with black hair and we are good
  432.  
  433. [color=maroon][b]JC:[/b][/color] suppose so, as long as voice fits looks, so to speak
  434.  
  435. [color=orange][b]black_yoshi[doh]:[/b][/color] the rest of the pilots are dead redshirts anyway... wait, you have to do Vasudan and Terran pilots on the Galatea.
  436.  
  437. [color=teal][b]Goober5000:[/b][/color] yeah
  438.  
  439. [color=yellow][b]@Oddgrim:[/b][/color] [url]http://media.tumblr.com/tumblr_madcmbQ9Bi1qifjgh.png[/url] I WANT TO BE THE VERY BEST.
  440. ..sorry.
  441.  
  442. [color=teal][b]Goober5000:[/b][/color] actually Admiral Wolf is also Ash but without the helmet
  443.  
  444. [color=limegreen][b]@MjnMixael:[/b][/color] black_yoshi, those pilots on the Galatea can pretty much be anyone because they are not central
  445. I have a Vasudan, no pilot costume for him yet though
  446.  
  447. [color=maroon][b]JC:[/b][/color] lt ash caught all the pokemon in the world and space, shivans are team rocket chasing him down?
  448.  
  449. [color=teal][b]Goober5000:[/b][/color] woo Vasudan!
  450.  
  451. [color=maroon][b]JC:[/b][/color] seems about right
  452.  
  453. [color=limegreen][b]@MjnMixael:[/b][/color] let's keep going
  454.  
  455. [color=pink][b]Axem:[/b][/color] dear adam, can you please email us a 3d laser scan of your head?
  456. sign diehard fs2 fans
  457.  
  458. [color=maroon][b]JC:[/b][/color] yay for vasudans
  459.  
  460. [color=limegreen][b]@MjnMixael:[/b][/color] lol
  461.  
  462. [color=yellow][b]@Oddgrim:[/b][/color] Yes.
  463.  
  464. [color=limegreen][b]@MjnMixael:[/b][/color] one thing I want to do is to use some of these interiors as mainhall options for the community
  465. a no brainer is the Arcadia interior
  466. but doing this requires a lot of work.. so basically I want to hear which ones you guys would use or think would get a lot of use before I actually do it
  467.  
  468. [color=maroon][b]JC:[/b][/color] interiors is something we talked about before, side story, wish those could be modelled some day for ingame cutscenes
  469.  
  470. [color=orange][b]black_yoshi[doh]:[/b][/color] no headz vid?
  471.  
  472. [color=teal][b]Goober5000:[/b][/color] how about that corridor that appears in the EXE that was on the Silent Threat CD
  473. that looping 15 second one
  474. where Ash runs down a corridor
  475.  
  476. [color=limegreen][b]@MjnMixael:[/b][/color] run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run run
  477. with a weapon
  478. you want that as a mainhall, Goober?
  479.  
  480. [color=yellow][b]@Oddgrim:[/b][/color] I HAVE WATCHED THAT ONE SO MANY.TIMES
  481.  
  482. [color=limegreen][b]@MjnMixael:[/b][/color] XD
  483.  
  484. [color=maroon][b]JC:[/b][/color] any interiors that let you immerse yourself even more, as a ingame model so camera works with it, would be grand as said. :)
  485. [color=teal][b]Goober5000:[/b][/color] actually I was thinking it would be cool if we ever got to do a main hall where people walk around the ship >.>
  486. so we'd need a hallway to get from place to place
  487.  
  488. [color=maroon][b]JC:[/b][/color] Agreed, definitely, guess you could try that with the spacesuits a little
  489. [color=limegreen][b]@MjnMixael:[/b][/color] um, ok, I'll say this again
  490.  
  491. [color=maroon][b]JC:[/b][/color] if controls can be locked down somehow
  492.  
  493. [color=limegreen][b]@MjnMixael:[/b][/color] I'm not making mainhalls ready for the game to render in real-time
  494. that just won't happen by me. ever.
  495.  
  496. [color=maroon][b]JC:[/b][/color] I know
  497. We talked about that before
  498.  
  499. [color=teal][b]Goober5000:[/b][/color] this would be a slide-show type walking around, like the original Myst
  500.  
  501. [color=maroon][b]JC:[/b][/color] just daydreaming a little and throwing the idea out there
  502.  
  503. [color=teal][b]Goober5000:[/b][/color] click on main hall, click on hallway, click on hangar
  504.  
  505. [color=limegreen][b]@MjnMixael:[/b][/color] Goober5000: when this gets completed, I'll make you a hallway.. http://pastebin.com/X16iYa9X
  506.  
  507. [color=yellow][b]@Oddgrim:[/b][/color] magic words indeed.
  508.  
  509. [color=limegreen][b]@MjnMixael:[/b][/color] other than that, it sounds like no one really cares to have these interiors as mainhalls? that makes my job much easier
  510.  
  511. [color=teal][b]Goober5000:[/b][/color] well the Arcadia would be a nice hallway, as you said
  512.  
  513. [color=maroon][b]JC:[/b][/color] not sure how many campaigns really use arcadias as main bases for a significant amount of time
  514. the more options the better though
  515.  
  516. [color=teal][b]Goober5000:[/b][/color] Derelict
  517. >.>
  518.  
  519. [color=yellow][b]@Oddgrim:[/b][/color] Oh fuck yes!
  520.  
  521. [color=pink][b]Axem:[/b][/color] (JAD2.2 uses an arcadia!)
  522.  
  523. [color=yellow][b]@Oddgrim:[/b][/color] Make it so.
  524.  
  525. [color=pink][b]Axem:[/b][/color] (but i probably wouldnt use an arcadia mainhall)
  526.  
  527. [color=maroon][b]JC:[/b][/color] well i played derelict but i think my memory is failing on me, cant really remember much of after that loki drone mission
  528.  
  529. [color=teal][b]Goober5000:[/b][/color] also a PVD Typhon interior would be simply awesome
  530. it could be used for Shrouding the Light
  531.  
  532. [color=limegreen][b]@MjnMixael:[/b][/color] I don't recall there being a Vasudan interior in any FS1 cutscenes
  533.  
  534. [color=teal][b]Goober5000:[/b][/color] not that -- right
  535.  
  536. [color=yellow][b]@Oddgrim:[/b][/color] does the nu typhon have a modeled hangar?
  537.  
  538. [color=limegreen][b]@MjnMixael:[/b][/color] yeah
  539. any other FS1 cutscene related stuff to discuss before I move on to FS2?
  540.  
  541. [color=teal][b]Goober5000:[/b][/color] hmm
  542.  
  543. [color=yellow][b]@Oddgrim:[/b][/color] brb getting a drink and bashing my head to the wall to stay awake.
  544.  
  545. [color=limegreen][b]@MjnMixael:[/b][/color] lol
  546.  
  547. [color=teal][b]Goober5000:[/b][/color] oh, the Ribos destruction cutscene
  548.  
  549. [color=limegreen][b]@MjnMixael:[/b][/color] we'll get to that later
  550.  
  551. [color=teal][b]Goober5000:[/b][/color] k
  552. and what about that big antenna extension on the Riviera?
  553.  
  554. [color=limegreen][b]@MjnMixael:[/b][/color] I've gone back and forth.. if I did it, I'd probably just copy/paste a tower from the Arcadia HTL down there with some slight edits
  555. it's a pretty unimportant aspect of the scene
  556.  
  557. [color=teal][b]Goober5000:[/b][/color] yeah
  558. the only other thing I can think of are the flags in the command brief scene
  559.  
  560. [color=limegreen][b]@MjnMixael:[/b][/color] the flags?
  561.  
  562. [color=teal][b]Goober5000:[/b][/color] there are flags on opposite sides of the room
  563.  
  564. [color=limegreen][b]@MjnMixael:[/b][/color] what about them?
  565.  
  566. [color=teal][b]Goober5000:[/b][/color] or rather, one flag, an insignia, and a pennant
  567. wondering if you were going to add the flag
  568.  
  569. [color=limegreen][b]@MjnMixael:[/b][/color] why not? it's in the scene
  570.  
  571. [color=teal][b]Goober5000:[/b][/color] ok, cool :)
  572.  
  573. [color=limegreen][b]@MjnMixael:[/b][/color] alright, let's move on to FS2 and probably one of the more interesting challenges of this project
  574.  
  575. [color=yellow][b]@Oddgrim:[/b][/color] back
  576.  
  577. [color=limegreen][b]@MjnMixael:[/b][/color] we all know how many errors there are in the FS2 intro cutscene... which ones can/should be fixed and which ones should stay
  578. manticore weapons, lucifer beam, etc
  579.  
  580. [color=purple][b]Not_Nuclear:[/b][/color] the medusa weapons
  581. medusa cant carry banshee
  582.  
  583. [color=yellow][b]@Oddgrim:[/b][/color] so what should it be changed to?
  584.  
  585. [color=purple][b]Not_Nuclear:[/b][/color] those are the only really blatant errors
  586. prometheus or avenger
  587.  
  588. [color=yellow][b]@Oddgrim:[/b][/color] avenger i say, pretty yellow lights.
  589.  
  590. [color=purple][b]Not_Nuclear:[/b][/color] most of the other inconsistencies can be explained away
  591.  
  592. [color=beige][b]niffiwan-work:[/b][/color] I thought they kinda looked like ML-16s [url]http://www.youtube.com/watch?v=khIWdolT9xY[/url]
  593.  
  594. [color=purple][b]Not_Nuclear:[/b][/color] by their sound and color, they had to be banshees
  595.  
  596. [color=limegreen][b]@MjnMixael:[/b][/color] well I can't change the sounds
  597.  
  598. [color=yellow][b]@Oddgrim:[/b][/color] blue lights
  599. ml16 are white I think
  600.  
  601. [color=beige][b]niffiwan-work:[/b][/color] I probably just don't remember the banshee vs ml-16 very well - I thought they were both a "grey-ish blue" colour
  602.  
  603. [color=purple][b]Not_Nuclear:[/b][/color] banshee's more purple
  604.  
  605. [color=beige][b]niffiwan-work:[/b][/color] I don't think it's too important though
  606.  
  607. [color=purple][b]Not_Nuclear:[/b][/color] ml-16 is a bit of white-blue
  608.  
  609. [color=limegreen][b]@MjnMixael:[/b][/color] I assume you guys would suggest I fix the Manticore weapons again?
  610.  
  611. [color=yellow][b]@Oddgrim:[/b][/color] that with retail nuclear?
  612.  
  613. [color=purple][b]Not_Nuclear:[/b][/color] i cant remember exactly
  614. i just remember the ML-16 being blueish-white
  615. that may be how it was in the Port as well
  616.  
  617. [color=beige][b]niffiwan-work:[/b][/color] fix Manticore weapons = yes
  618.  
  619. [color=teal][b]Goober5000:[/b][/color] fix the Manticore, yes
  620.  
  621. [color=purple][b]Not_Nuclear:[/b][/color] yes, manti fix
  622.  
  623. [color=yellow][b]@Oddgrim:[/b][/color] fix munti, take him to gandalf
  624.  
  625. [color=limegreen][b]@MjnMixael:[/b][/color] well let's consider the most difficult error.. the Lucifer beam
  626.  
  627. [color=purple][b]Not_Nuclear:[/b][/color] didnt we kind of oddly-retcon that with the new vasuda prime cutscene?
  628.  
  629. [color=limegreen][b]@MjnMixael:[/b][/color] sorta
  630.  
  631. [color=purple][b]Not_Nuclear:[/b][/color] adding the flux cannon to the lucifer's side to bombard the planet?
  632.  
  633. [color=teal][b]Goober5000:[/b][/color] yeah
  634.  
  635. [color=limegreen][b]@MjnMixael:[/b][/color] we consider it a planet bombardment beam, but that would need to be blue
  636. not yellow
  637.  
  638. [color=beige][b]niffiwan-work:[/b][/color] if you make the beam comes from the proper beam points, you'd need to move the camera in the shot?
  639.  
  640. [color=maroon][b]JC:[/b][/color] perhaps explained as a result of atmospheric entry?
  641.  
  642. [color=teal][b]Goober5000:[/b][/color] and move the ship itself
  643.  
  644. [color=limegreen][b]@MjnMixael:[/b][/color] which is not preferable
  645.  
  646. [color=maroon][b]JC:[/b][/color] i'm sure that got talked about a lot before tho
  647.  
  648. [color=teal][b]Goober5000:[/b][/color] I say keep the ships as they are, and just use the side beam
  649.  
  650. [color=purple][b]Not_Nuclear:[/b][/color] JC: problem with that is the beam appears blue even in the spaceshot
  651.  
  652. [color=teal][b]Goober5000:[/b][/color] from the claw-like turret
  653.  
  654. [color=maroon][b]JC:[/b][/color] oh, hmm
  655.  
  656. [color=limegreen][b]@MjnMixael:[/b][/color] my vote is use the flux beam and just make it blue
  657.  
  658. [color=beige][b]niffiwan-work:[/b][/color] dual purpose side beam? dial 1 for plantary bombardment, dial 2 for holes in orions?
  659.  
  660. [color=maroon][b]JC:[/b][/color] guess i can fix that in any missions i have by making that one blue :P but still
  661.  
  662. [color=purple][b]Not_Nuclear:[/b][/color] Mjn: sounds good to me
  663.  
  664. [color=limegreen][b]@MjnMixael:[/b][/color] lol niffiwan
  665.  
  666. [color=maroon][b]JC:[/b][/color] just a BBlue or HBlue
  667.  
  668. [color=yellow][b]@Oddgrim:[/b][/color] dealing with a galazy devouring shivans, button 3 makes toast.
  669.  
  670. [color=limegreen][b]@MjnMixael:[/b][/color] heh
  671. alright, sounds like a plan
  672. one major effect I need to figure out for doing FS2 cutscenes is creating the nebula effect
  673.  
  674. [color=purple][b]Not_Nuclear:[/b][/color] was there any other glaring problems in that cutscene?
  675. *were
  676.  
  677. [color=limegreen][b]@MjnMixael:[/b][/color] I have not tried to do it yet, but of all the other effects.. I don't have a good way off the top of my head to do that
  678. I could do it the way the game does it, by rendering bitmaps in 3d space and moving them toward/away from the camera.. but if anyone has other suggestions, now's the time
  679.  
  680. [color=purple][b]Not_Nuclear:[/b][/color] youre the expert
  681.  
  682. [color=teal][b]Goober5000:[/b][/color] will the Orion's nameplate be readable?
  683.  
  684. [color=purple][b]Not_Nuclear:[/b][/color] might as well
  685. community's largely fanoned it into the legion
  686.  
  687. [color=teal][b]Goober5000:[/b][/color] that side is normally not visible, except for one scene
  688.  
  689. [color=yellow][b]@Oddgrim:[/b][/color] the fanon makes it out to be legion right?
  690.  
  691. [color=teal][b]Goober5000:[/b][/color] yup
  692.  
  693. [color=yellow][b]@Oddgrim:[/b][/color] so why not.
  694.  
  695. [color=limegreen][b]@MjnMixael:[/b][/color] sure, why not?
  696. in the HD version, it will likely be readable
  697.  
  698. [color=maroon][b]JC:[/b][/color] yeah, legion it is
  699.  
  700. [color=limegreen][b]@MjnMixael:[/b][/color] I already know what my order is for finishing the FS1 cutscenes, what scenes do you guys want me to work on first for the FS2 cutscenes?
  701.  
  702. [color=teal][b]Goober5000:[/b][/color] the nameplate *is* readable in the Colossus cutscene
  703.  
  704. [color=limegreen][b]@MjnMixael:[/b][/color] o.O
  705.  
  706. [color=teal][b]Goober5000:[/b][/color] for like 1/4 of a second
  707. and it's the Galatea :p
  708.  
  709. [color=purple][b]Not_Nuclear:[/b][/color] i always thought that was 1) in-universe, a propaganda sort of thing, 2) out of the universe, a little easter egg for the fans
  710.  
  711. [color=teal][b]Goober5000:[/b][/color] I'm not convinced it was intentional >.>
  712.  
  713. [color=purple][b]Not_Nuclear:[/b][/color] well, should it be changed then?
  714.  
  715. [color=beige][b]niffiwan-work:[/b][/color] FS2 order - I *really* like the intro cutscene :)
  716.  
  717. [color=limegreen][b]@MjnMixael:[/b][/color] huh, seems you're right.. never noticed that before (colossus nameplate)
  718. I vote Bastion or Soyakaze
  719.  
  720. [color=teal][b]Goober5000:[/b][/color] I vote Galatea just for lolz
  721.  
  722. [color=limegreen][b]@MjnMixael:[/b][/color] makes nooooo seeeense
  723.  
  724. [color=teal][b]Goober5000:[/b][/color] but I won't complain if it's one of the others
  725.  
  726. [color=limegreen][b]@MjnMixael:[/b][/color] Galatea is boomed
  727.  
  728. [color=purple][b]Not_Nuclear:[/b][/color] well, bastion was supposed to be decommissioned by the time the colossus was launched
  729.  
  730. [color=yellow][b]@Oddgrim:[/b][/color] Snugglepuff
  731.  
  732. [color=purple][b]Not_Nuclear:[/b][/color] soyakaze could work though
  733.  
  734. [color=teal][b]Goober5000:[/b][/color] Soyakaze is A-1 SUPAR
  735.  
  736. [color=limegreen][b]@MjnMixael:[/b][/color] k, so FS2 intro first
  737.  
  738. [color=yellow][b]@Oddgrim:[/b][/color] or Soyakaze
  739.  
  740. [color=limegreen][b]@MjnMixael:[/b][/color] Bastion cutscene is probably the easiest of all the FS2 cutscenes
  741.  
  742. [color=yellow][b]@Oddgrim:[/b][/color] which is king of soy or something.
  743.  
  744. [color=purple][b]Not_Nuclear:[/b][/color] what major changes will be made to the bastion scene?
  745.  
  746. [color=limegreen][b]@MjnMixael:[/b][/color] none
  747.  
  748. [color=yellow][b]@Oddgrim:[/b][/color] Yes, I'm curious
  749.  
  750. [color=purple][b]Not_Nuclear:[/b][/color] just updating the models or will there be some background added as well?
  751.  
  752. [color=yellow][b]@Oddgrim:[/b][/color] oh.
  753.  
  754. [color=pink][b]Axem:[/b][/color] add some AT-STs, mjn
  755.  
  756. [color=limegreen][b]@MjnMixael:[/b][/color] nope, just updated models is all
  757.  
  758. [color=purple][b]Not_Nuclear:[/b][/color] fair enough
  759.  
  760. [color=limegreen][b]@MjnMixael:[/b][/color] and AT-STs walking along the Bastion
  761.  
  762. [color=pink][b]Axem:[/b][/color] yessss
  763.  
  764. [color=purple][b]Not_Nuclear:[/b][/color] dewbacks too
  765.  
  766. [color=limegreen][b]@MjnMixael:[/b][/color] no
  767.  
  768. [color=beige][b]niffiwan-work:[/b][/color] lets not get silly now! :)\
  769.  
  770. [color=purple][b]Not_Nuclear:[/b][/color] yeah, youre right thats silly
  771.  
  772. [color=pink][b]Axem:[/b][/color] dewbacks can be in the colossus cutscene
  773.  
  774. [color=purple][b]Not_Nuclear:[/b][/color] dewbacks would be in the bosch scenes
  775.  
  776. [color=pink][b]Axem:[/b][/color] or that
  777.  
  778. [color=limegreen][b]@MjnMixael:[/b][/color] -_-
  779.  
  780. [color=teal][b]Goober5000:[/b][/color] the ship classes in the Bastion cutscene are totally not the ones that appear in the Bastion mission
  781.  
  782. [color=limegreen][b]@MjnMixael:[/b][/color] hmm, interestin
  783. explain
  784.  
  785. [color=teal][b]Goober5000:[/b][/color] Myrmidons and Taurvis
  786.  
  787. [color=beige][b]niffiwan-work:[/b][/color] e.g. replace taurvi with seraphim?
  788.  
  789. [color=purple][b]Not_Nuclear:[/b][/color] taurvis do show up in that mission
  790. ...i thought
  791.  
  792. [color=teal][b]Goober5000:[/b][/color] a Perseus does appear, which is correct
  793.  
  794. [color=limegreen][b]@MjnMixael:[/b][/color] the cutscene has a perseus, herc 2 and myrmidons
  795.  
  796. [color=teal][b]Goober5000:[/b][/color] Taurvis do not show up in sm2-09
  797.  
  798. [color=beige][b]niffiwan-work:[/b][/color] ??? anyone got a copy of the mission file?
  799.  
  800. [color=purple][b]Not_Nuclear:[/b][/color] well, considering its 3-09 :P
  801.  
  802. [color=teal][b]Goober5000:[/b][/color] er
  803. 3-09 >.>
  804. typo
  805.  
  806. [color=purple][b]Not_Nuclear:[/b][/color] alright, i was wrong then, no taurvis
  807.  
  808. [color=limegreen][b]@MjnMixael:[/b][/color] i'm down with fixing the fighters because it's a pretty small change and makes sense
  809. what -does- appear in the mission?
  810.  
  811. [color=teal][b]Goober5000:[/b][/color] Perseus, Herc 2, Erinyes, maybe Ares
  812.  
  813. [color=purple][b]Not_Nuclear:[/b][/color] hercIIs, perseus
  814.  
  815. [color=limegreen][b]@MjnMixael:[/b][/color] and for shivans?
  816.  
  817. [color=purple][b]Not_Nuclear:[/b][/color] well, myrmidons are available in the loadout in that case
  818.  
  819. [color=teal][b]Goober5000:[/b][/color] Nephilim, Seraphim, Nahemas, you name it -- except Taurvis
  820.  
  821. [color=limegreen][b]@MjnMixael:[/b][/color] lol
  822. mara?
  823.  
  824. [color=purple][b]Not_Nuclear:[/b][/color] default are all hercs or perseus, except the vasudan wing too
  825.  
  826. [color=beige][b]niffiwan-work:[/b][/color] mara & dragons
  827.  
  828. [color=purple][b]Not_Nuclear:[/b][/color] basilisks
  829.  
  830. [color=beige][b]niffiwan-work:[/b][/color] vasudans are taurets?
  831.  
  832. [color=purple][b]Not_Nuclear:[/b][/color] yeah, i think so
  833.  
  834. [color=limegreen][b]@MjnMixael:[/b][/color] I wonder if the myrmidons were meant to be the zod wing?
  835.  
  836. [color=teal][b]Goober5000:[/b][/color] [url]http://pastebin.com/AdG6GjFB[/url]
  837.  
  838. [color=purple][b]Not_Nuclear:[/b][/color] could be
  839.  
  840. [color=limegreen][b]@MjnMixael:[/b][/color] that.. is the whole mission
  841. i'm not scrolling through that
  842. alright, this has been noted, I'll choose which ships based on which ones look best at hi-res
  843.  
  844. [color=purple][b]Not_Nuclear:[/b][/color] yeah, default terran wings are all perseus or herc
  845. taurets for the zods
  846.  
  847. [color=limegreen][b]@MjnMixael:[/b][/color] now for the fun part.. CUSTOM CUTSCENES
  848.  
  849. [color=teal][b]Goober5000:[/b][/color] Erinyes would be cool, just because
  850. ooh, custom cutscenes :D
  851.  
  852. [color=limegreen][b]@MjnMixael:[/b][/color] only if we have an HTL Erinyes when I make it
  853.  
  854. [color=purple][b]Not_Nuclear:[/b][/color] weee!
  855.  
  856. [color=teal][b]Goober5000:[/b][/color] 1) Ribos destruction
  857. 2) bad ending of FS1
  858. 3) wiggy wiggy wiggy
  859.  
  860. [color=purple][b]Not_Nuclear:[/b][/color] oh goober just had a LIST didnt he
  861.  
  862. [color=limegreen][b]@MjnMixael:[/b][/color] wiggy wiggy wiggy?
  863.  
  864. [color=teal][b]Goober5000:[/b][/color] from the FS Ref Bible
  865. it's the bar fight
  866.  
  867. [color=limegreen][b]@MjnMixael:[/b][/color] i'm not doing the bar fight
  868. or the news blurbs
  869. booooring
  870.  
  871. [color=purple][b]Not_Nuclear:[/b][/color] :(
  872.  
  873. [color=teal][b]Goober5000:[/b][/color] bar fight would be awesome
  874.  
  875. [color=maroon][b]JC:[/b][/color] bar fight is good fight
  876.  
  877. [color=teal][b]Goober5000:[/b][/color] we already have HEADZ and that short clip between Ash and a Vasudan
  878.  
  879. [color=limegreen][b]@MjnMixael:[/b][/color] best you'll get is headz
  880.  
  881. [color=purple][b]Not_Nuclear:[/b][/color] i second the ribos and bad ending though
  882. we already have vasuda prime...
  883.  
  884. [color=maroon][b]JC:[/b][/color] ribos is good though, need to see what damage was caused
  885.  
  886. [color=limegreen][b]@MjnMixael:[/b][/color] well, this is a good time to share that I am making my own version of vasuda prime
  887.  
  888. [color=maroon][b]JC:[/b][/color] especially since i got a story outlined using ribos as one center...
  889.  
  890. [color=teal][b]Goober5000:[/b][/color] :o
  891.  
  892. [color=limegreen][b]@MjnMixael:[/b][/color] Icy's is good, but it's low-res and the audio is balls
  893.  
  894. [color=yellow][b]@Oddgrim:[/b][/color] I think a role reversal viedo would be fun :p
  895.  
  896. [color=teal][b]Goober5000:[/b][/color] a new Vasudan cutscene would be very cool
  897.  
  898. [color=limegreen][b]@MjnMixael:[/b][/color] not to mention upside down freighters
  899.  
  900. [color=teal][b]Goober5000:[/b][/color] now how else is a Chronos going to pick up a container?
  901.  
  902. [color=pink][b]Axem:[/b][/color] itll do it
  903.  
  904. [color=yellow][b]@Oddgrim:[/b][/color] wiggy wiggy wiggy
  905.  
  906. [color=pink][b]Axem:[/b][/color] SIDEWAYS
  907.  
  908. [color=limegreen][b]@MjnMixael:[/b][/color] I've already worked up a script which I'll share with you guys since you are spending your time here tonight [i][REDACTED][/i]
  909.  
  910. [color=purple][b]Not_Nuclear:[/b][/color] 1) land
  911. 2) cargo crane
  912. 3) ???
  913.  
  914. [color=maroon][b]JC:[/b][/color] space elevator or matter teleportation :P
  915. very unlikely both
  916.  
  917. [color=purple][b]Not_Nuclear:[/b][/color] dammit axem thats very irresponsible chronos driving
  918.  
  919. [color=pink][b]Axem:[/b][/color] its how they do it in the hood
  920.  
  921. [color=maroon][b]JC:[/b][/color] good document, thanks for the share
  922.  
  923. [color=beige][b]niffiwan-work:[/b][/color] script sounds good :)
  924.  
  925. [color=maroon][b]JC:[/b][/color] good to see someone else writing big documents for a chance, been writing entire essays on my own stuff for many months now >.>
  926. ah the doc isnt that big actually but anyway
  927.  
  928. [color=limegreen][b]@MjnMixael:[/b][/color] I'd like to do Ribos but that much closeup fighting scares in how much work it will take
  929. also the power drain from the ref bible makes little to no sense based on what we have seen of Shivan tech
  930.  
  931. [color=purple][b]Not_Nuclear:[/b][/color] well, you could cheat around that combat
  932.  
  933. [color=teal][b]Goober5000:[/b][/color] good script is good
  934.  
  935. [color=purple][b]Not_Nuclear:[/b][/color] show ribos, show lucifer jumping in, music builds up as fighters pour out
  936.  
  937. [color=teal][b]Goober5000:[/b][/color] and for Ribos, the power drain is probably an early concept that is no longer applicable, so you could drop it
  938.  
  939. [color=purple][b]Not_Nuclear:[/b][/color] some quick cuts of beams impacting the station, then fade in to the debris
  940. and lucifer warping out
  941.  
  942. [color=maroon][b]JC:[/b][/color] hmm too bad there doesnt seem much information about if there were habitable planets in ribos, if those were bombed too
  943.  
  944. [color=purple][b]Not_Nuclear:[/b][/color] ribos IV is mentioned, but nothing about planetside colonies
  945.  
  946. [color=maroon][b]JC:[/b][/color] yeah
  947. i mean i dont mind making my own versions but they have to fit in a concensus for best effect :P
  948.  
  949. [color=limegreen][b]@MjnMixael:[/b][/color] alternate FS1 endgame is not something I'm specifically interested in because I don't think the player should be rewarded for SUCKING
  950. but if enough people want it, I'll consider doing it
  951.  
  952. [color=teal][b]Goober5000:[/b][/color] not to mention it's kind of hard to fail the last mission without dying
  953. so it will rarely be seen
  954.  
  955. [color=limegreen][b]@MjnMixael:[/b][/color] indeed
  956. are there any custom FS2 cutscenes the community ever wanted?
  957.  
  958. [color=maroon][b]JC:[/b][/color] i vote middle way - a tiny cutscene showing lucy hitting earth
  959. but that alone could be costly work
  960.  
  961. [color=teal][b]Goober5000:[/b][/color] I can't think of any custom FS2 cutscenes
  962.  
  963. [color=purple][b]Not_Nuclear:[/b][/color] i cant remember there being a cutscene for fs2 that was really in demand
  964.  
  965. [color=limegreen][b]@MjnMixael:[/b][/color] kk
  966.  
  967. [color=teal][b]Goober5000:[/b][/color] FS2 is pretty well-composed already
  968.  
  969. [color=limegreen][b]@MjnMixael:[/b][/color] there are two other cutscenes that I've kept notes on a pad of paper on my desk for the better part of a year that would work for ST/ST:R
  970.  
  971. [color=teal][b]Goober5000:[/b][/color] :o
  972. two ones that I haven't heard of?
  973.  
  974. [color=limegreen][b]@MjnMixael:[/b][/color] yes
  975.  
  976. [color=teal][b]Goober5000:[/b][/color] do tell :D
  977.  
  978. [color=beige][b]niffiwan-work:[/b][/color] I gotta go as well - meeting starts in 2min (blurg) - good luck & thanks for soliciting this feedback/comments!
  979.  
  980. [color=purple][b]Not_Nuclear:[/b][/color] tell ussssss
  981.  
  982. [color=limegreen][b]@MjnMixael:[/b][/color] the first has to do with the Einstein and what it could have been doing during FS1...
  983.  
  984. [color=teal][b]Goober5000:[/b][/color] oho
  985.  
  986. [color=limegreen][b]@MjnMixael:[/b][/color] I envisioned it opening showing Riviera Station as Ash is asking for help. The Shivans warp in and the battle begins and the camera sweeps to a far distance where the Einstein is monitoring
  987. after a short conversation between a couple scientists aboard, it warps out as the Shivans overrun the area
  988.  
  989. [color=purple][b]Not_Nuclear:[/b][/color] or a close-up with a loki escort
  990. fade into the ST:R logo
  991.  
  992. [color=teal][b]Goober5000:[/b][/color] interesting
  993.  
  994. [color=limegreen][b]@MjnMixael:[/b][/color] the second deals with lab testing on Shivans themselves, specifically on the personell beam
  995.  
  996. [color=teal][b]Goober5000:[/b][/color] did you see the bonus stuff from 162/Phoenix regarding the Einstein?
  997. oh, I like that
  998.  
  999. [color=limegreen][b]@MjnMixael:[/b][/color] no
  1000.  
  1001. [color=purple][b]Not_Nuclear:[/b][/color] oh crap i forgot about that stuff
  1002.  
  1003. [color=limegreen][b]@MjnMixael:[/b][/color] but for the one with the Eistein, I thought it would be fun to include Shivans landing on fighters and ripping them apart
  1004.  
  1005. [color=teal][b]Goober5000:[/b][/color] [url]http://www.hard-light.net/forums/index.php?topic=57055.0[/url]
  1006.  
  1007. [color=limegreen][b]@MjnMixael:[/b][/color] that is 6 pages of stuff
  1008. yeah, I'll read that later
  1009.  
  1010. [color=teal][b]Goober5000:[/b][/color] k
  1011.  
  1012. [color=purple][b]Not_Nuclear:[/b][/color] long story short, it places the einstein in ross 128 about the same time as the attack on riviera
  1013.  
  1014. [color=limegreen][b]@MjnMixael:[/b][/color] well then my cutscene works all the better!
  1015.  
  1016. [color=purple][b]Not_Nuclear:[/b][/color] god, going back to the 162 forum is giving me flashbacks
  1017.  
  1018. [color=limegreen][b]@MjnMixael:[/b][/color] Custom Cutscenes: Vasuda Prime is getting remade. Ribos will likely get made. The ST:R ones I -really- hope to make.
  1019.  
  1020. [color=purple][b]Not_Nuclear:[/b][/color] i should be certified in xenolinguistics after that vasudan language game
  1021.  
  1022. [color=teal][b]Goober5000:[/b][/color] STR ones would be awesome, woot
  1023.  
  1024. [color=limegreen][b]@MjnMixael:[/b][/color] the last part of this discussion is a status update
  1025. this post is almost always accurate, but it's pretty vague as to what's actually done [url]http://www.hard-light.net/forums/index.php?topic=68161.msg1345929#msg1345929[/url]
  1026. For the C. Brief cutscenes, I've got a basic briefing room laid out, but nothing is detailed
  1027. I have a commander model that doesn't look like Adam Pletcher...
  1028.  
  1029. [color=teal][b]Goober5000:[/b][/color] k
  1030.  
  1031. [color=limegreen][b]@MjnMixael:[/b][/color] Hall Fight has marines ready to go, but little else. The Lab I haven't really started on.
  1032.  
  1033. [color=teal][b]Goober5000:[/b][/color] for the FS2 cutscene order, if the Bastion can be done quickly, do it first -- moar awesome moar quickly
  1034.  
  1035. [color=limegreen][b]@MjnMixael:[/b][/color] the FS1 Intro has nearly every external shot set up and some even finalized and rendered
  1036. but given that most of the scene takes place in the cockpit or in the Arcadia.. it's still got some work left
  1037. you already saw the awesome Pilot model that Oddgrim is working on
  1038. and the nuApollo
  1039.  
  1040. [color=teal][b]Goober5000:[/b][/color] nu
  1041.  
  1042. [color=limegreen][b]@MjnMixael:[/b][/color] less is done on FS2 cutscenes, but I do have the 'classified' logo thing in hi-res ready for the Colossus cutscene as well as the drone ready for animation
  1043. if Axem finishes the HTL Ganymede, that one will be pretty quick too
  1044.  
  1045. [color=pink][b]Axem:[/b][/color] yes
  1046.  
  1047. [color=limegreen][b]@MjnMixael:[/b][/color] I did some effect tests for the FS2 endgame and setup some innitial scenes, but nothing major
  1048. ala [i][REDACTED][/i]
  1049. the Sath model has since been updated...
  1050.  
  1051. [color=teal][b]Goober5000:[/b][/color] oh nice
  1052.  
  1053. [color=limegreen][b]@MjnMixael:[/b][/color] finally, I'm sure you've all seen this [url]https://www.youtube.com/watch?v=SVd4Xdfgl9k[/url]
  1054. I updated the hard-light/fsport text to be bank gothic and black so it's easier to read as suggested
  1055.  
  1056. [color=teal][b]Goober5000:[/b][/color] awexome
  1057.  
  1058. [color=limegreen][b]@MjnMixael:[/b][/color] as a final preview, I leave you all with this to end the formal discussion [i][REDACTED][/i]
  1059. The Apollo effects are unfinished because the model is a placeholder
  1060.  
  1061. [color=teal][b]Goober5000:[/b][/color] oh nice
  1062. [color=teal][b]Goober5000:[/b][/color] wuvs it
  1063.  
  1064. [color=limegreen][b]@MjnMixael:[/b][/color] thanks all for taking the time
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement