EarthFury

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  1. I agree, but it's not going to happen. All I can do is lead by example when I PvP. Thank goodness for /ignore and disable seeing broadcast villian chat.

    PvP is tactically so fundamentally different from PvE I don't think the un-initiated have any concept of what to expect when they try it out. This in and of itself will get newbies very frustrated which sets them up for being ultra sensitive to trash talk.

    Maybe they need to expand that PvP Warning Message when you enter the zone to include an additional warning to Gird Your Loins Against Insults and Stick It Out for a Few Days, lol.
  2. [ QUOTE ]
    So you are using Sony Vegas Movie Studio Platinum? Or did Vegas Pro come out with a Platinum edition?

    (Coz man I wanna learn to green-screen and bullet-time stuff, but can't afford the $600 for Vegas Pro...)

    Michelle
    aka
    Samuraiko/Dark_Respite

    [/ QUOTE ]

    This is the one I have $114: http://www.sonycreativesoftware.com/moviestudiope . And it can indeed do greenscreening, it has chroma keying tool to key to transparent.
  3. Just looked, actually it is Platinum
  4. [ QUOTE ]
    Are you using the full version of Vegas or just Sony Vegas Movie Studio?

    Michelle
    aka
    Samuraiko/Dark_Respite

    [/ QUOTE ]

    I've got Vegas Pro version 7.
  5. I re-creating that wonderful "bullet time" effect in The Matrix where the camera does a swing around the bullets as they are flying. Very tricky. Greenscreening would be best but I haven't figured that out so I did this instead. I've almost got it down perfectly and here are my steps so far.

    I'm going for this effect on a Blasters Fireball hitting a baddie. As the fireball hits the baddie I want the fireball to freeze in mid-air and then the camera circles the fireball. I use Balshor and Zloths demo editors. I used separate Demo Launcher program which allows you to increase the FPS playing the demo for capture. I don't recall it's name but most of the demo launchers allow you to increase the FPS which is the important part. I'm going to assume you know how to use these tools.

    You need two video captures centered on the fire ball hitting the baddie. One video circling the baddie extremely fast, the other facing the fire ball hit stationary.

    1. Video One - Camera circling baddie during fire ball hit. I used Zloth editor to "Move" the camera in a "Circle" around the baddie about 15 times over the course of 4 seconds with the "Interval" set to it's lowest "1", yes that is very fast which is exactly the point.

    2. Next launch this demo at a very very large FPS, I used 1000. Don't ask me to explaing the various FPS interactions here I only now what, not why they do what they do. Setting to 1000 FPS causes the demo to play back in incredible slow-motion. You can't get to absolute freeze motion so super-slow-mo is the next best thing. When you get to the spot just before the fireball hits start fraps capture ending it after the fireball hit-animation is complete. 1000 FPS will stretch out this scene to a many seconds, which is exactly what we want, so this will be a large file size capture.

    3. Video Two - Camera stationary facing baddie during fire ball hit. This is just a standard view with the camera stationary facing the baddie during the fireball hit at normal FPS speed.

    4. Do a typical video capture of this scene at normal speed.

    5. Now you have to do some splicing of these two videos in your editing program. I use Sony Vegas.

    6. In the slo-mo video isolate the particular part you want to be the dramatic mid-air slo-mo scene. Make careful note of the exact position of your toon and the animation at the frame at the start of the scene and frame at the end of this isolated scene. Keep this section of the scene and crop out the unneeded beginning an end sections of the scene.

    7. In your stationary video find the two frame locations that match up, as best as is possible, with the begining and end frames of your slo-mo scene you isolated earlier.

    8. In your stationary video splice out the portion from this identified begining frame thru the identified end frame mentioned above. Then insert the isolated slo-mo scene into this now empty area you spliced out. You should have a total of three video scenes now stitched together.

    [Stationary Scene] Fireball Striking Baddie and Explosion Beginning to Expand.
    [Slow Motion Scene] Fireball Explosion "Frozen (well almost)"Circled by Camera.
    [Stationary Scene] Fireball Explosion Resumes.

    You'll have to tweak the frames where the scenes meet to try to get the animations synchronized as best you can.

    I'm throwing this together at work from memory so pardon it's untidiness. I'll try to go back and edit it tonight and clean it up a bit.

    Hope it is useful.
  6. [ QUOTE ]
    Oooh... Between this and learning how to greenscreen CoX demos, I foresee many, many hours of time consumed in my future...

    [/ QUOTE ]

    Oooh how do you do this!! I posted this question on a different forum.

    By lowering my character -7000 yds below the map I was able to get exclusively him doing his moves with only a blue background. Unfortunately it isn't a pure hue blue so it isn't really good for greenscreening. I'm using Sony Vega and I just learned how to do the chroma keying. I just need to figure out a way to get a pure hue background.

    Thanks for any assist you can give.

    Man I love demo creating, hehe =D.
  7. [ QUOTE ]
    [ QUOTE ]
    *** You are ignoring this user ***

    [/ QUOTE ]
    ^ One of the best things I ever did on the forums ^

    [/ QUOTE ]

    /qr

    lol
  8. So they Midnight Squad was responsible for banishing the Rualuu to the Shadow Shard. I would love to see the Rualuu have a greater presense in the game other than just for lvl 40+ content, they are very cool looking and so seldom seen. I remember the prelude to them being introduced to the game, when you'd see them exploring in small landing parties scanning the zones with those creepy eyeballs.

    Anyway the I am so looking forward to I12.
  9. Maybe add an SG Only and Friends Only choice box to allow only receiving mail from them.
  10. We currently have this to a small, unobstrusive degree in the game with the "Critical Strike!", "Vital Strike!", "Avoided", "Assassins Strike", etc. It might be cool to add it as a toggle using the same un-obtrusive way it works now for the other floaties for those folks who might like it, with sound of course. But maybe un-obtrusive would defeat the purpose of something that is supposed to be dramatic in the first place. Eh, my two cents.

    Yes I know it was an April Fools, and a very funny one at that, but I thought I'd chime in on the concept.
  11. [ QUOTE ]
    Heck, this would been even better if they'd actually implemented a few of these fx in-game(as a 'preview') just to freak everyone out....

    >_>

    ....well, *I* woulda laughed....

    [/ QUOTE ]

    They did. Log in and check it out it's really funny. GMOTD says it will end tonight at midnight.
  12. [ QUOTE ]
    This is just a thought I had, so I'll throw it out there. Not saying what's being done isn't cool (It's very convenient, both the streamlined costume selection and showing stats during character creation), but here it is: Is there a point where the information we're getting is too much? I kind of feel like we're venturing into finding out who the "man behnd the curtain" is, so to speak. Does knowing every little piddling detail about everything really make such a big difference in the average player's enjoyment of the game? I know there's number crunchers, and they're gonna love it (probably...some might not like having their stat-geek status lowered when anyone can get their own info), but doesn't making this game more mechanical or mathematical by showing numbers all the time kind of demystify things too much?

    I know, I might be overreacting a bit. But think of it this way: People love hotdogs. If you kept reminding them exactly what ingredients are in it, and how its made, would there still be as many who love them? Would they love them as much? Too much information can ruin a good thing.

    Anyway, the interfaces look cool. Can't wait to give them a test drive. Thanks for the info.

    [/ QUOTE ]

    There is some irony in your question you may not realize. The DEVs (statesman) from the beginning were absolutely adament about NOT including "real numbers". Their position was that they didn't want to turn this into a "numbers game" like so many others. They thought it would detract from the fun of the game, I'm not sure I understand that logic. The community has been howling for real numbers all along. Now we have the numbers, woohoo, I'm sooo happy . Just a little bit of history that makes your question strangely ironic.
  13. [ QUOTE ]
    This is just a thought I had, so I'll throw it out there. Not saying what's being done isn't cool (It's very convenient, both the streamlined costume selection and showing stats during character creation), but here it is: Is there a point where the information we're getting is too much? I kind of feel like we're venturing into finding out who the "man behnd the curtain" is, so to speak. Does knowing every little piddling detail about everything really make such a big difference in the average player's enjoyment of the game? I know there's number crunchers, and they're gonna love it (probably...some might not like having their stat-geek status lowered when anyone can get their own info), but doesn't making this game more mechanical or mathematical by showing numbers all the time kind of demystify things too much?

    I know, I might be overreacting a bit. But think of it this way: People love hotdogs. If you kept reminding them exactly what ingredients are in it, and how its made, would there still be as many who love them? Would they love them as much? Too much information can ruin a good thing.

    Anyway, the interfaces look cool. Can't wait to give them a test drive. Thanks for the info.

    [/ QUOTE ]

    There is some irony in your question you may not realize. The DEVs (statesman) from the beginning were absolutely adament about NOT including "real numbers". Their position was that they didn't want to turn this into a "numbers game" like so many others. They thought it would detract from the fun of the game, I'm not sure I understand that logic. The community has been howling for real numbers all along. Now we have the numbers, woohoo, I'm sooo happy . Just a little bit of history that makes your question strangely ironic.
  14. I'm so excited to try out these new power combos to see if they have any cool synergies. Plant controller, woohoo. I can add yet another alt to my existing 20
  15. Hollows re-working sounds nice, no more run-of-death, which kept me bypassing this zone's missions.

    Kind of off-topic but I seem to recall some forum talk a ways back that boomtown might be getting a Faultline style re-work in a future issue? That's another if-ever-visited zone that I think could be transformed into a nice signiture zone like they did with the faultline.

    Random thought

    I don't play villians but I feel for them, they don't seem to get quite the zone-love heroes get (re-worked zones, new zones). Maybe boomtown could be another collaborative zone.
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Inspiration Conversion: Right click an inspiration to convert three of that kind into any one inspiration of another kind.

    [/ QUOTE ]

    I like this. This seems like a very powerful change to the game play. I can think of many ways how this will effect my powerpool choices. Maybe I can bypass Stamina now since I might be able to constantly maintain a tray full of tier 3 blues.


    [/ QUOTE ]
    The conversion will not give you tier 3 inspirations, just tier 1. This was confirmed by pohsyb. No "upgrading" occurs.

    [/ QUOTE ]

    Oh. I guess my mind confused convert three inspires into convert to tier 3 inspires. Duh on me since looking back no where in the descrip does it say tier 3 inspires.
  17. [ QUOTE ]
    Eight configurable new power trays let players customize their User Interface by placing them anywhere on the screen.

    [/ QUOTE ]

    Might be handy for the 500 temp powers I have buried in my trays and forget they are their and to use them.

    [ QUOTE ]
    Contact display redesign: Contacts are now listed separately as Active and Inactive, and players can sort contacts by a range of criteria including Name, Zone, and Level Range.

    [/ QUOTE ]

    Wonderful. This will appease may anal-retentive contact-progress-bar pet peave.

    [ QUOTE ]
    Inspiration Conversion: Right click an inspiration to convert three of that kind into any one inspiration of another kind.

    [/ QUOTE ]

    I like this. This seems like a very powerful change to the game play. I can think of many ways how this will effect my powerpool choices. Maybe I can bypass Stamina now since I might be able to constantly maintain a tray full of tier 3 blues.

    [ QUOTE ]
    Level Up Boost: Upon reaching enough XP to level up (at all levels), one of each type of large inspiration is immediately cast upon your character, and health and endurance bars are immediately filled.

    [/ QUOTE ]

    Great. I've wondered since the beginning why they didn't have this refill-upon-level-up feature. I loved it from my Diablo 2 days.

    [ QUOTE ]
    Chat improvements: Right click on character names in chat window to ignore, add to friends list, invite to team, etc. Drag any item (enhancement, inspiration, salvage, etc.) into the chat window so that you and others can click a hotlink to view the complete info box.

    [/ QUOTE ]

    Very nice. This would nicely facilitate selling recipes and such outside of Wentworths via that mostly unused Auction House channel. (Save commission price)

    I hope it doesn't introduce a new incentive for spammers to hock items to me via chat.

    [ QUOTE ]
    More Real Numbers: Players can now display stats on powers before they choose them enabling more informed power selection and new temporary powers allow players to display enemy stats.

    [/ QUOTE ]

    Yummy. Maybe this is reaching for the stars but I'd love to be able to pull up this screen to see the powers/stats baddies have.
  18. [ QUOTE ]
    [ QUOTE ]
    * Inspiration Conversion: Right click an inspiration to convert three of that kind into any one inspiration of another kind.

    [/ QUOTE ]

    Woot! We finally get our Horadric Cube!

    [/ QUOTE ]

    Hello fellow Diablo 2 lover =D. The health/stamina-refill-upon-leveling is something we had in Diablo and I had been wishing for in this game for a long time. Nice to see it coming.
  19. Some months ago the number of chat tell spam started going down and the number of email spam started exploding for me. I think the common practice of people alerting everyone using the /Help channel to the spammers name was the cause of that turn around.

    Now I've noticed that the chat tell spam is on the rise again and my email spam seems to have gone down.

    In any instance I'm glad the dev's are keeping a close eye on spam problems.

    By the way before you ignore them make sure you send a tell back to them explicitely telling them to stop spamming you and that you are reporting them. Maybe some spammer out there has a conscience, uh yeah, right.
  20. I LOVE this game -- 42 month vet award (42 x 14 = GAH!) -- but am getting worn down by the endless, repetitive baddie killing and glowie clicking which is currently the means to just about every end. Complete taskforce - kill badies click glowie, complete missions - kill baddies click glowie, earn badges - kill baddies click glowie.

    Maybe add mini-games or puzzles like other games have. Or how about object interactions to defeat archvillians. Combine salvage into a tool you need to disable a villian survailence camera. Or pop up a screen to unscramble a vault lock. You get the idea I think. I really want some more variety in accomplishing missions. Inventions was a nice step in that direction.

    I don't know maybe things like this are beyond the capabilities of the current game engine and would require a brand new game engine (CoH 2 maybe).
  21. I use Zloth's Demo Edit program to create my demos and absolutely love it. I've started using the "Smooth change orientation" function. I now understand how it works and it is wonderful. However I have a little problem, how does it determine which way to rotate through its orientation change (clockwise, counterclockwise). I'm using first-person view throught the sights of the CAM. When I "smoothe change orient" from POS A to POS B the CAM rotates clockwise. Howerver when I then "smoothe change orient" from POS B to POS C the CAM rotates counter-clockwise. There is a "Rotation Direction" choice under the "Circle" tab but I wouldn't think that would effect the items on the Linear tab. If you have any advice that would be great.
  22. [ QUOTE ]
    Oh wow! I'm SO glad I revisited this thread. Thanks for the link.

    [/ QUOTE ]

    Great aren't they. I really like the Princess of Dusk one.
  23. [ QUOTE ]
    First time I've seen forced registration to watch YouTube.

    In any event, I refuse to sign up for anything that I don't have to. Guess I'll miss these =(

    [/ QUOTE ]

    Hmm, it comes up for me without registering. Try doing a search under his name: Aralcox. That should bring them up.