On Monday, 29 May 2006 at 15:59, Dennis Schridde wrote:
> 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..
Yes, I think that's the best way as well. It'll take significantly less space,
because you only need audio data, and it scales up with the hardware (imagine
in ten years, when everyone will have their 16000x12000 displays, Warzone
running in that resolution, and the cutscenes only in 800x600...).
> 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.
Well, redoing the videos as videos will be a lot of work as well (in another
domain though).
> What are the pp-2d-effects needed for?
Thing like motion blur, static etc. (at least that's what I'd use it 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...
Engine scripting might be the fastest way to create a cutscene. And I am not
convinced adding movies now and scripted scenes later will convince modders to
develop stuff now when it'll be replaced with something else anyway.
--
Being the #2 man in the Justice Department under Ed Meese is akin to
standing next to a lamp post infested with pigeons.
-- unamed Justice Department official
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