Am Sonntag, 28. Mai 2006 23:49 schrieb Angus Lees:
> On 5/28/06, kim metcalfe <[EMAIL PROTECTED]> wrote:
> > -2) for the fmv's whatever format is used as long as it doesnt give
> > with extreme file sizes if good as well as not using proprietary
> > stuff...
> I'm convinced that the best long-term solution is 
> to come up with some "movie" format that uses the in-game graphics engine
> where possible, resulting in *much* smaller files and an easier development
> cycle.  The existing scripting language provides almost all the hooks we
> need already, add a few post-processing 2d effects and you could reproduce
> most of the existing campaign video..
InGame cutscenes... Sounds really great. If we improve the unit-models, we 
could do it like WarCraft3 or similar... (Without any movies, just using the 
in-game-engine.) (Wasn't StarCraft similar?)
Sound really good. We be a hell lot of work, I guess. All videos would need to 
be redone/scripted.
What are the pp-2d-effects needed for?

> I've tried various approaches for the fmvs.  I have made an rpl -> avi
> converter which I posted to this list a few weeks ago.  I have an mplayer
> patch that understands the (well documented) RPL container format, and I've
> made some progress on wrapping the dec130.dll codec routines, but I decided
> this wasn't the direction I wanted to go in.  I am currently writing an
> ffmpeg-based movie player for warzone, which should let us play any of the
> free codecs.
Sounds good also, if this work can be done fast, go for it. Otherwise I would 
recommend writing an ingame-graphics-cutscene-player (lib/sequence needs to 
be redone, correct?) and offering the scripters/mapers/artists a way to 
create cutscenes as fast as possible, so they can start working soon...

--Dennis

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