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Posted: Sat Feb 02, 2008 8:03 pm
by Jonas
Damnit Phas, you're still missing the final explosion! Okay here's a video to demonstrate:

http://thenamelessmod.com/teamftp/Jonas ... losion.mov

See the problem? Does it look different on your end or something?

Posted: Sat Feb 02, 2008 8:26 pm
by Phasmatis
Woah, that's totally off.

It's fine for me so I dunno why it would be different. Delete the map and download it again. I can't think of anything else to do. :S

Posted: Sat Feb 02, 2008 10:01 pm
by Phasmatis
This is how it should look.

Posted: Sat Feb 02, 2008 11:07 pm
by Jonas
Just tried it, didn't help. The station noticeably rotates (which I think is a bad idea, btw, just makes the camera timing that much harder), so I clearly have the latest version of the map. But the final explosion is still missing.

Also, I can't play your .avi file.

Posted: Sat Feb 02, 2008 11:17 pm
by Phasmatis
You are using the latest model and class right? The ones I posted earlier? Other than that no idea what so ever.

You'll need DivX for the avi.

Posted: Sun Feb 03, 2008 12:52 am
by Jonas
Hmm... I may not. Let me try it out.

Posted: Sun Feb 03, 2008 1:09 am
by Jonas
I downloaded the TNMDeco stuff you linked to in the first post and recompiled my package, but It didn't seem to change anything. I suspect this may have something to do with it: What exactly is TEST.u?

Warning: Failed to load 'test': Can't find file for package 'test'
Warning: Failed to load 'ssblowup': Can't find file for package 'test'
Warning: Failed to load 'Level None.MyLevel': Can't find file for package 'test'

That's what I get if I remove TEST.u from my system folder, and that's what Larry gets because he doesn't have TEST.u to begin with. Are you sure you actually placed the space station from TNMDeco.u and not one from TEST.u?

Posted: Sun Feb 03, 2008 6:50 am
by Phasmatis
:oops: yes, it's official, I am a fool.

Nope, the ssblowup class isn't in TNMDeco and I've been using my Test package.

I'll sort that out. All I need to do is change the map so keep the class in your TNMDeco package.

Posted: Sun Feb 03, 2008 7:10 am
by Phasmatis
This map should hopefully work now. I bloody hope so anyway, heh.

Posted: Sun Feb 03, 2008 12:58 pm
by Jonas
Well I'm glad we got that sorted out! It looks bloody delicious now, Phas :D

I'll start setting up the ABI endgame sequence soon. Thanks a lot!

Posted: Sat Feb 09, 2008 5:15 pm
by Jonas
Current progress:

http://thenamelessmod.com/randompub/ABIEndgame01.mov

Without sound, because my sound drivers are acting up.

They need more shaking, but I think it's pretty good. The close-up at the beginning of shot 3 means you miss a bit of the animation, but on the other hand they make it look very chaotic and action-y.

Posted: Mon Feb 11, 2008 10:09 am
by Phasmatis
It's looking good! I think I should have spent more time on the animation though, I'm not quite happy with it, maybe with more shakey cam it will look better. :D

Posted: Mon Feb 11, 2008 1:16 pm
by Jonas
It looks fine right now, it will look even better when the camera is shaking. The only real problem is that the skin is so low-res, which is very visible when you fly past it, but there's nothing to do about that, I guess. I like the animation :)

Posted: Fri Feb 15, 2008 4:21 am
by Trestkon
Wowzers, excellent job so far on that cutscene, Jonas! The camera work on the ssblowup is most excellent, and the even with just the explosions sounds in there is works great :D

You were also right about the Scara scene, it's gold!

I should be able to get that slums scene together this weekend. I realized after I talked to you that you might have gotten the impression that I had time to do it tonight...sorry if you did :(

Posted: Fri Feb 15, 2008 8:49 am
by Jonas
Yeah I did, but it's no problem. I have plenty of other things to do while I wait, heheh. On TNM and elsewhere.

Do you think it's bad that you don't see the PDX guys up close in scene 3? I'm not entirely sure about the way they move out of the building there, the intention was to make them look a little nonplussed and uncertain. I also need a way to trigger the milbots to break down at the right time, but I'm waiting for Nick to write me a script function for that :)