Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Posted: Tue Mar 22, 2016 12:07 pm
by Maveritchell
Cutscenes in Zero are a right pain in the butt to put together, eh? Nice work.
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Posted: Tue Mar 22, 2016 5:59 pm
by Marth8880
Normally, yes. However, I constructed a cinematic system specifically for this sub-project (based on Objective.lua and MultiObjectiveContainer.lua) that allows designers to set up sequences of camera shots in any order, and it works really well. I actually plan on releasing the source for the system soon.
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Posted: Tue Mar 22, 2016 6:19 pm
by Kingpin
Looking great, Marth!
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Posted: Tue Mar 22, 2016 6:45 pm
by Maveritchell
Marth8880 wrote:Normally, yes. However, I constructed a cinematic system specifically for this sub-project (based on Objective.lua and MultiObjectiveContainer.lua) that allows designers to set up sequences of camera shots in any order, and it works really well. I actually plan on releasing the source for the system soon.
The scripting stuff isn't the finicky issue, though - at least for me, positioning the cameras precisely was the real pain. It's easy(-ier) if you're doing all 3D modeled stuff (since you can use your modeling software as position reference), but if you're working in an open world, you have to munge and test for each camera position change.
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Posted: Tue Mar 22, 2016 10:52 pm
by TWINKEYRUNAWAY
The scripting stuff isn't the finicky issue, though - at least for me, positioning the cameras precisely was the real pain. It's easy(-ier) if you're doing all 3D modeled stuff (since you can use your modeling software as position reference), but if you're working in an open world, you have to munge and test for each camera position change.
Maybe a certian mod about times that were dark and would be the third iliteration would find ample use for this.
@Marth, your saying that this wasn't a video made with recording free cam with clever cutting and editing, but is infact a realtime ingame sequence in the zero engine?!
Re: Mass Effect: Unification (build 30429/06) (NEW TRAILER!)
Posted: Fri Apr 29, 2016 9:02 pm
by Marth8880
Streaming development of Mass Effect: Unification R6 now on twitch!
Your camera distance is likely going to affect your answers there.
Re: Mass Effect: Unification (build 30503/06)
Posted: Wed May 04, 2016 2:43 pm
by Marth8880
Maveritchell wrote:Your camera distance is likely going to affect your answers there.
I agree. With that said, it should probably be noted that the player most likely won't end up being able to actually walk on the ice like what's shown in the images. It'll likely only be something you see in the background-ish.
Re: Mass Effect: Unification (build 30503/06)
Posted: Thu May 05, 2016 10:28 am
by ARCTroopaNate
2 or 3.
Re: Mass Effect: Unification (build 30516/06)
Posted: Tue May 17, 2016 1:05 am
by Marth8880
Just testing lighting on Europa.
Hidden/Spoiler:
Hidden/Spoiler:
Re: Mass Effect: Unification (build 30516/06)
Posted: Wed May 18, 2016 4:07 am
by THEWULFMAN
Looking good, Marth!
Or something!~
Re: Mass Effect: Unification (build 30518/06) (NEW VIDEO!)
Posted: Wed May 18, 2016 8:54 am
by Marth8880
thx :d
Hidden/Spoiler:
Also, here's a video of the first pass of the shuttle takeoff for Europa: Vostok Station! (click to watch)
EDIT:
Here's the second pass of the shuttle takeoff (as well as the ambush sequence): (click to watch)
Changes:
Exaggerated the radial blur in the thruster pfx
Implemented 'door closing' sound
Synchronized the takeoff sound with the takeoff animation
Fixed the door's bone position
Still need to fix the z-fighting in the ambush sequence's shuttles' thruster pfx and implement a proper door open animation/sound.
Thoughts? Suggestions? Money? Pay off my $70k student loan debt pls thx? :n
Re: Mass Effect: Unification (build 30518/06) (NEW VIDEO!)
Posted: Wed May 18, 2016 9:09 am
by Teancum
Looking great man! I would only suggest a little camera shake if possible during that opening ambush. I can't remember if you can do that or not. Maybe look at the Hoth tunnel odfs. I think they had something like that in them.