200 creatures. place in Cutscene editor? or Area?
#1
Posté 09 septembre 2010 - 12:55
#2
Posté 09 septembre 2010 - 02:31
Why do you need 200 creatures if I may ask?
#3
Posté 09 septembre 2010 - 08:37
I have it in the editor and it is running...but..you know. not smoothly
Modifié par DahliaLynn, 09 septembre 2010 - 08:41 .
#4
Posté 10 septembre 2010 - 12:31
for the distant folks, if you set their lod lower, it might work a lot better. you could also inspect the SP cutscenes for the city elf origin story narration. they do a few crowd scenes in them. not 200, im sure, though.
#5
Posté 10 septembre 2010 - 12:53
#6
Posté 10 septembre 2010 - 12:54
EDIT: involves player character. dumb suggestion, ignore me.
#7
Posté 10 septembre 2010 - 01:01
I can't make a bink because PC is involved as well as other dead or alive characters that will show up based on that. I have already set LOD to the most nearest attendees to the cameras and low to the farther ones, Most of the cam shots do not show them. But whenever they come into field of view, that's when things get choppy. (nice how the toolset works that way actually)
I also copied the crowd in one of the vanillla scenes that was most likely used for a bink...and not in game (probably coronation)
So in general I was only wondering if there was any advantage to placing the less used crowd in the Area as opposed to the cutscene. But thank you for your answers
Modifié par DahliaLynn, 10 septembre 2010 - 01:26 .
#8
Posté 10 septembre 2010 - 02:51
#9
Posté 10 septembre 2010 - 05:35
#10
Posté 10 septembre 2010 - 05:36
Modifié par Lord Methrid, 10 septembre 2010 - 05:38 .
#11
Posté 10 septembre 2010 - 09:30
What I will try would be to get rid of the level effects of two large fires already located in the chamber. That might help. (even though I really like the way they look in certain frames)
@Lord Methrid: The scene already works
This is a shot of the draft. Would there be any VFX that could help me achieve an effect of this type that I don't know about?
Modifié par DahliaLynn, 10 septembre 2010 - 09:55 .
#12
Posté 10 septembre 2010 - 09:55
#13
Posté 10 septembre 2010 - 10:02
oh please disregard the dress mesh and headmorph dissonance ...that was just for testingLord Methrid wrote...
Now that's a party! I like how the lady looks like your avatar lol
#14
Posté 10 septembre 2010 - 10:04
#15
Posté 10 septembre 2010 - 10:08
I am not sure what you mean by LOD3, but in the back they are mostly all set to low. Only those in CUs and Medium shots throughout the scene progression are set to high/cutscene LODDarthParametric wrote...
Hrmmm...tricky. The people up the back are LOD3 models?
Modifié par DahliaLynn, 10 septembre 2010 - 10:09 .
#16
Posté 10 septembre 2010 - 10:59
#17
Posté 10 septembre 2010 - 11:08
With each setting I make, the level of detail rises or diminishes. I was not under the impression that there are creature specific Models that can be placed based on LOD "models". Is there?
#18
Posté 10 septembre 2010 - 11:15
I'm not sure if you have a lot of alternatives beyond thinning the numbers. Possibly you could try making some super low poly character models for the background, but they wouldn't look very good. Too bad you can't do some sort of bluescreen-type cutscene that plays a foreground live cutscene over a background pre-rendered video clip.
#19
Posté 10 septembre 2010 - 11:28
Even if I thin out the numbers, the change in performance isn't equivalent to the relative visual changes.
I do have a feeling that the two fires located in the chamber might be loading the system as well.
(I am also using extra lighting and sun beam VFX , but it seems to make little difference.)
From my experience in previous cutscenes, it seems the large fire really affects the performance, even when only two characters are involved in a simple environment.
I'm going to try and experiment with reediting the original level associated with the scene, removing the fire FX
#20
Posté 10 septembre 2010 - 11:43
Modifié par -Semper-, 10 septembre 2010 - 11:43 .
#21
Posté 10 septembre 2010 - 11:50
-Semper- wrote...
why won't you just make the crowd scene a bink with the player character involved but without interaction? now when it comes to interaction it's mostly in dialogue i would guess, then you can create a dialogue stage with far lesser audience and clever camera movement. afterwards you can blend in your video again to keep up the illusion.
Well, this is a one shot cutscene. It does not involve player interaction, otherwise the idea would have been great
#22
Posté 10 septembre 2010 - 11:54
#23
Posté 10 septembre 2010 - 11:57
#24
Posté 10 septembre 2010 - 12:00
-Semper- wrote...
then change this one shot cutscene to
two shots. while the first shot shows the mass audience to applaud and
all that which can be displayed as a video the camera could then turn
around to show the wedding with mass audience sounds in the background
but fewer people visible.
I was considering that. but, I really prefer the PC be visible as in the
above shot ...since I have several of these shots where all are viewed
together (especially the ending climax part of the scene) and I prefer
not to change that effect.
Just for knowledge sake, I can insert a bink *and* a continuous cam shot before or after live
animations shots? (as in all in one cutscene?)
I would think for this to happen I would have to connect several cutscenes together,
therefore making a load screen appear in between shots, which wouldn't
be optimal.
Modifié par DahliaLynn, 10 septembre 2010 - 12:03 .
#25
Posté 10 septembre 2010 - 12:03





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