Mass Effect: Unification (build 40316/06) (R6 RELEASED)
Moderator: Moderators
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Mass Effect: Unification (build 30121/06) (OPEN BETA!)
worked with IE
No idea why it doesn't work with edge
No idea why it doesn't work with edge
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Cutscenes in Zero are a right pain in the butt to put together, eh? Nice work.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
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.
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Looking great, Marth!
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
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.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.
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)
Maybe a certian mod about times that were dark and would be the third iliteration would find ample use for this.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.
@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?!
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Mass Effect: Unification (build 30429/06) (NEW TRAILER!)
Nice, good to have some campaign missions in
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification (build 30503/06)
Testing out different material settings to get the right look for Europa's icy oceans.
#1: Per-pixel lighting, normal map + gloss, specular map in alpha for diffuse & normal
#2: Per-pixel lighting, single-sided transparency, 5th place specular, ice refraction
#3: Same as #1, but texture tiling is doubled
Here's the general look that I'm going for: https://docs.google.com/document/d/1FD0 ... 4qyltjpv2y
Thoughts, anyone?
#1: Per-pixel lighting, normal map + gloss, specular map in alpha for diffuse & normal
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Thoughts, anyone?
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Mass Effect: Unification (build 30503/06)
#3 For sure.
- The Nasal Abyss
- 1st Lieutenant
- Posts: 428
- Joined: Sun Sep 14, 2008 12:55 pm
- Projects :: Currently Working on an Indie Game
- xbox live or psn: Stm: Tight Verbage
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Mass Effect: Unification (build 30503/06)
Your camera distance is likely going to affect your answers there.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification (build 30503/06)
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.Maveritchell wrote:Your camera distance is likely going to affect your answers there.
-
- Jedi
- Posts: 1161
- Joined: Mon Mar 21, 2011 8:12 pm
- Projects :: Star Wars Battlefront - Tides of War
- xbox live or psn: I have ps4
- Location: STALKER!
- Contact:
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification (build 30516/06)
Just testing lighting on Europa.
Hidden/Spoiler:
Hidden/Spoiler:
-
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: Mass Effect: Unification (build 30516/06)
Looking good, Marth!
Or something!~
Or something!~
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Mass Effect: Unification (build 30518/06) (NEW VIDEO!)
thx :d
EDIT:
Here's the second pass of the shuttle takeoff (as well as the ambush sequence): (click to watch)
Changes:
Thoughts? Suggestions? Money? Pay off my $70k student loan debt pls thx? :n
Hidden/Spoiler:
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
Thoughts? Suggestions? Money? Pay off my $70k student loan debt pls thx? :n
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Mass Effect: Unification (build 30518/06) (NEW VIDEO!)
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.