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Posts
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Joined
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Wouldn't that also make those blue force fields invisible when playing the game? That'd drive me nuts right there.
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You can get further out than the normal zoom range in-game with the /camdist command iirc. Just do a /camdist # (# being however many "feet" you want to zoom). You can also mess with camera speed in options, if you haven't found that already.
As for Zloth's editor, the camera entry is usually right at the beginning but other times you may have to go searching for it. Anyway, all you'd have to do is find the camera, then click movement. From there go to the "circle" tab, choose "center on an object" and select your character from the drop-down menu. The rest of the options there are pretty self-explanatory, though note that the amount of times you circle and the time entries will affect the speed of the camera movement. Shorter times and/or more revolutions will speed it up.
Zloth: I'm not getting a terrible problem with yaw keeping up. Sometimes I'll get jerky motion when messing with movement (especially if there's a lot of stuff in the demo), but going back to the raw demo and trying again generally works fine. -
You can sometimes get away with replacing one map with another, but only if that place exists outside of the mission. For example, if you do the Atlas Park Mayhem you could simply put the actual Atlas Park map in there and call it good. This doesn't always work, however, since not all maps have a counterpart and the coordinates don't always match up.
Apart from that, I don't know of another way. -
Wow. I think Aral has really mastered demoing, I wish I had the patience to create something that good
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edit: Just got a bad download. I tried again and this one works fine. -
I have a level 50 Stone/Stone and a 36ish Energy/Electric that I'm willing to lend out.
@Relentless, Triumph server. Though it's probably easier to get ahold of me through PM since my playtime is rather sporadic right now. -
Basically if you plan on moving the camera around a lot much like Nemesis on parade, you'll want the puddle moving around with the camera like it seems you're doing now. However if the camera is staying pretty close to your main character it really isn't necessary.
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You can have the player set as a puddle, though if you're just tracking along with the main character it's really not needed. Also note that if you use Zloth's demo editor it might strip the player tag when it's attached to an NPC, but I'm not sure if it still does this or not. That said, looks like you've got two things wrong with the demo.
The syntax of adding the puddle is off, this is how you want to put it:
0 2 Player
0 2 NEW Puddle
0 2 NPC Puddle
0 2 POS -1313.8 5.8 575.9
0 2 PYR .024 1.406 0
Though PYR doesn't really matter here since it's an invisible object.
The only other thing I see is that the MOV command you're using may not work right, since he turns to the side every few seconds. I suppose you could work around this by repeating the MOV command before he turns, but it may turn out looking a little choppy unless you time it just right. -
That'd be one of Ashcraft's videos, and I think you're right, I don't see it in this thread
. I see a couple of his other videos under miscellaneous but I guess he's not special enough for his own heading
.
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Yeah, the earthquake FX doesn't seem to like being moved around.
For the SS streak, you could set up a series of NPC puddles every few feet where your character ran, then turn on the superspeed fx as you pass over them. You'd probably have to have a lot of them, and stick them pretty close. Even then I'm not sure it would look right. -
Another nice piece of work, congrats!
As for the video quality, it doesn't look so bad when it's not set to "fit to window". It just gets really pixellated when you bring up the size. -
Sorry again that I took so long, hopefully I'm not too late. Short story is that the internet (and comcast) hates me. Anyway, here's the character I generally use "behind the camera":
0 53 NEW Jemona
0 53 COSTUME 1 aabbf6 -4.011425 -0.850000 0.000000 -0.212500 -0.285714 -0.947500 -0.425000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
0 53 PARTSNAME Tight Metallic none 666600 000000
0 53 PARTSNAME Tight Metallic Lightning 666600 990002
0 53 PARTSNAME V_fem_Head.GEO/GEO_Head_V_Asym_Standard !v_sf_face_skin_head_08 !V_Face_Mask_5 666600 000000
0 53 PARTSNAME Smooth Metallic none 666600 660000
0 53 PARTSNAME Flat Metallic none 666600 666600
0 53 PARTSNAME Vee test_01a test_01b 990002 660000
0 53 PARTSNAME Style_03 Style_01a Style_01b 0000aa 000000
0 53 PARTSNAME none none none 00000000 000000
0 53 PARTSNAME Tiara_08 Tiara_01a Tiara_01b 666600 029900
0 53 PARTSNAME Tight base Celtic_03 666600 660000
0 53 PARTSNAME Smooth spiked_01a spiked_01b 3d3d00 cc0100
0 53 PARTSNAME none none none 00000000 000000
0 53 PARTSNAME none none none 00000000 000000
0 53 PARTSNAME none none none 0000aa 000000
0 53 PARTSNAME none none none 00000000 000000
0 53 PARTSNAME Full Cape_Top_01 none cc0100 666600
0 53 PARTSNAME Full_16 Generic_01a Generic_01b 999700 00ff01
0 53 PARTSNAME none Cape_01 Cape_Starburst cc0100 666600 000000 000000 capes/CapeLongFem.fx
0 53 PARTSNAME none none none ff5700 000000 000000 000000 Auras/Female/Electricity/ElectricFists.fx
0 53 PARTSNAME none none none 00000000 00000000
0 53 PARTSNAME none none none 000000 00000000
0 53 PARTSNAME none none none 000000 000000
0 53 PARTSNAME none none none 000000 000000
0 53 PARTSNAME none none none 00000000 00000000
0 53 PARTSNAME none none none 00000000 00000000
0 53 PARTSNAME none none none 00000000 00000000
0 53 PARTSNAME none none none 00000000 00000000
If you prefer the raw demo for whatever reason, just let me know and I'll be happy to oblige.
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Sorry for the delay, I'll have to send you mine tomorrow morning.
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Those are awesome, it's only a matter of time before they make it to a demo video near you!
[ QUOTE ]
haha, great.
I was thinking the other day for the new Soldiers of Arachnos, a little ditty set to 'I'm too sexy."
I'm too deadly for my gun
Too deadly for my gun
But killin is fun.
I'm too deadly for my shirt
too deadly for my shirt
while making you hurt.
I'm a soldier
You know who I am.
and I shoot my machine gun for Arachnos
For Arachnos
For Arachnos
Yeah- I poison, shoot and stun for Arachnos!
(I can't sing it, but maybe you can.)
[/ QUOTE ]
Please don't? -
Ah, gotcha. I thought you were collecting clips to compile, but you just need character info? That's easy enough.
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Hee, sounds fun
. My usual "camera person" doesn't get much actual screentime so I'll have to dig around a bit for something good. And if there's anything specific you'd like me to do I'm sure I can figure something out
.
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I used demo dumping in the videos I've made, though instead of importing it directly into WMM I used virtualdub to compile it into AVI format first. It's a great all around video tool, and it's free
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One thing to note about dumping- make sure to have plenty of free disk space, as it can really eat your hard drive alive. -
The actual title of that one is 'Thank You', Scuzzbopper posted a link to it in the second post
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Hehe, great job, I hope we see more out of you!
The only thing I might do different is tone down the sound effect you added for the fire armor, after a while it started to get to me (but maybe just because I was wearing headphones). As for the end, I just thought that was some kind of super secret extra feature :P. -
That's uh, interesting...
After a quick test, I see the eden trial and the archdemon (lab with walls/elevators busted through) maps both work, which didn't before. Of course neither of these are regular maps with simple overlays, but it's great to see that these work now.
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the MOV command IWALKCYCLEREADY looks like an ok enough walk. As for getting a character to move slowly enough without further editing, maybe hover would work?
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What do I think? I think you people need to stay out of my head, it's busy enough in there as it is!
The very second I heard this commercial I thought it would make an awesome demo. Even more awesome points if it's made as a big collaboration dealio like Mrs. Abyss's "all star" video. -
Was there anything special about those warehouses that you remember? Usually it's just the more unique maps that have this problem (doc vahz's lair, the eden trial, etc.) but does happen on regular maps from time to time.
Also for the second map, you may be able to replace that one with eden (the zone, not the trial) and get it to work. In most cases, most everything translates over because the coordinates are exactly the same. Though I never tested myself to see if that map works anyway, so you might have the same result. -
Could be any number of things, but the most common one would be a bad map. Where was this demo recorded? Have you tried playing back a demo taken in another location, or just the one?
Anyway, there's really no good fix to the problem, but it's easy to diagnose. To see if this truly is your problem, all you need to do is remove the map from the demo. You'll be running around in a big empty sky, but the demo will run.
The simplest way to remove the map would be to use Zloth's demo launcher, just look under the "demo doctor" tab and it's there at the bottom.
You can also do it manually which is easy enough. Just open up the demo with a text editor (i.e. notepad) and within the first few lines you'll see the map info:
0 0 Map maps/City_Zones/City_01_01/City_01_01.txt
Then just take out the map info (make sure to leave the first bit):
0 0 Map
Then save the file and try running it again. This of course may or may not actually be the problem, but it's probably the most common. If it turns out that wasn't what it was, feel free to post back here. -
Wow, very nice work, Velvet and Dark_Respite!
And yes, every time I look at my demos I see all the little flaws I've made. I swear I'd probably have a v1.5 of all of my movies if I had the time. Don't get me wrong, I like the things I've done... but they also drive me crazy.