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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