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ent

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  1. This tutorial will be about two different ways to make the depth of field (DOF) effect in videos captured with jaMME.

    They are constant and variable (scriptable) DOF.

     

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    Constant DOF

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    Constant DOF is also divided in two different ways.

    The first is capturing a DOF mask. To activate this way of DOF you have to set the cvar "/mme_saveDepth 1".

    The DOF mask output will be in grayscale with dark colours for the nearest objects and light colours for the farthest ones:

    ppqVSq7.png


    This output will be captured as a parallel one to your regular one with an additional ".depth" string in its name. So you will have 2 more screenshots/videos.

    And the regular screenshot:

    jVX6mmn.jpg


    Then you'd need to use additional software to apply a blur effect to your regular image by using the DOF mask. Example for Adobe After Effects: http://q3mme.proboards.com/thread/21/after-effects-tutorial-depth-field

     

    To adjust the focus point - the position between the darkest and the lightest parts (aka gray centre), you need to use the cvar "mme_depthFocus". Try values between 0 and 2048. I suggest using 1024.

    To adjust the length of "flow" between black and white - the range from focus to far and near objects, you need to use the cvar "mme_depthRange". It just adds and subtracts its value to "mme_depthFocus" to count the farthest place (white) and the nearest (black). Try 512 or a higher value. If it's over the value of "mme_depthFocus" then the black part will start behind the camera.

     

    Quick setup:

    1. Start demo and pause at needed moment

    2. Type in the console "/mme_saveDepth 1"

    3. Type in the console "/mme_depthFocus 1024" and "/mme_depthRange 512"

    4. Type in the console "/capture avi 30 doftest1"

    5. Unpause demo

    6. Wait until it captures what you wanted and pause again

    7. Quit game and find "doftest1.000.avi" and "doftest1.depth.000.avi"


     

     

    The second way to capture DOF makes a more realistic DOF.

    Instead of capturing a mask which would require being post-edited, it can create a single output with an already captured DOF. How does it work? The solution is simple: it just captures a bunch of frames with a little camera offset around one focus point each. Then it merges them together similarly to how motion blur merges frames, then saves them in one. The more frames it captures - the more realistic it looks.

     

    To set the amount of frames that will be captured for final output, you need to use cvar "mme_dofFrames". WARNING: if it's 0 then it won't work. It looks rather cool with a value of 40 or higher. Max is 256. IMPORTANT: the more value is set - the longer capturing will be. Think like this: if "mme_dofFrames" is 40 then the output will be capturing 40x longer (maybe a bit faster though).

    To adjust the focus point, use cvar "mme_depthFocus" like in the previous way. Also if you are chasing any object, then DOF focus will be on that object with this way of DOF.

    To adjust the power of blur - how much camera is focused, use the cvar "mme_dofRadius". The value over 10 is something crazy.

     

    Quick setup:

    1. Start demo and pause on needed moment

    2. Type in the console "/mme_dofFrames 40" and "/mme_dofRadius 5"

    3. Type in the console "/capture avi 30 doftest2"

    4. Unpause demo

    5. Wait until it captures what you wanted and pause again

    6. Quit game

     

     

     

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    Variable (scriptable) DOF

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    Variable DOF is the one which can change its focus point and focused power (radius) by following a scripted instruction. Those instructions are just control points like in the camera or timeline modes. Each keypoint contains information about the focus point and the radius. It works with the same technique as the second way of Constant DOF. Therefore to activate it you need to set the value of the cvar "mme_dofFrames" to more than 0.

     

    TIP: DOF does not depend on your current view. Thus for the best result you should probably set the camera keypoints and lock the camera, so you will be editing DOF with an already prepared view.

     

    Start your demo, fast-forward to the needed moment and pause. To start working with variable DOF you need to switch editing mode to "Dof". You can be in any Chase or Camera view modes to edit DOF. Now press 4 and it will show "Edit:Dof" in the demo HUD and draw a red grid in the game world. The place where the grid crosses the world is the focus point and the thickness of the lines represents the focused power aka radius.

    Now you need to adjust DOF settings for the first keypoint. To adjust the focus point hold W and move your mouse. It will move the red grid in the world closer or more far from the previous position. After that hold SPACE and move your mouse again. It will change the grid lines' thickness with the radius value together (before, after). You can see the focus point position and the radius values in the demo HUD. Now press V to add a keypoint with the current values.

    Hold SHIFT and move your mouse to move in time. Then hold W, move your mouse, hold SPACE, move your mouse to get new values for the current view and add a keypoint by pressing V again. Repeat until you're finished with your cool moment and lock DOF by pressing R. WARNING: if you don't lock, your scripted DOF won't work, and the 2nd constant DOF will work instead.

     

    To delete a keypoint sync with it by pressing Q or E and then press B.

     

    You can also lock your focus point on any entity. Therefore you will always be focused on that entity, and keypoints will only be able to change the radius. To lock the focus point on an entity you should be in Camera view ("View:Camera" in the demo HUD). Just fly with the camera by holding MOUSE1 and using movement keys like in the regular Camera view. Hold MOUSE1 and MOUSE2 together to highlight lockable entities. Position your view so that entity will be in the center of the screen (highlighting box will be red) and click F. IMPORTANT: Remember to be in DOF editing mode.

     

    Now go through keypoints by pressing Q or E to switch to previous or next ones, and adjust them again if needed. So you are done now and it's time to capture. Type in the console "/capture avi 30 doftest3", rewind to the beginning of your editing (you can just hold Q to get to the first keypoint) and unpause to start capturing. You know how it works already. So there will be an output with captured scripted DOF in your "capture" folder. That's all.

     

    Quick setup:

    1. Start demo and pause at needed moment

    2. Type in the console "/mme_dofFrames 40" to activate

    3. Press Z or X to switch to Camera view

    4. Press 4 to switch to DOF editing mode

    5. Hold W, move your mouse

    6. Hold SPACE, move your mouse

    7. Press V to add a keypoint

    8. Move in time and repeat 5, 6 and 7 steps

    9. Press R to lock DOF

    10. Type in the console "/capture avi 30 doftest3"

    11. Unpause demo

    12. Wait until it captures what you wanted and pause again

    13. Quit game

     

    Have fun.

    ----

    ent

    Boothand and Omicron like this
  2. I mean if the mod folder (the one that is in GameData, for example "japlus") does not contain DLLs (could be in pk3) then it's not recognized as a mod folder, and if you do fs_game "modFolder" and that one does not exist or doesn't contain DLLs then it will create one with base DLLs. By mod I mean code modification, not media.

  3. Hello. I ran on your map some time... It is a masterpiece! Made with soul! (see? Szico VII is already crying)

     

    I am really amazed how everything is done. So polished and detailed map. It brings so pleasant atmosphere.

    I like how you textured everything. There are really no textures that catched my criticizing (in bad case) eyes. Especially I liked those iced glasses in the head cabin and semi-transparent japanese doors in the rest room.

    I also liked how you made the ship look outside. It really looks amazing with the glow effect.

     

    And now here is feedback. Bugs:

    - doors close and hurt when player is in their passageway; fix: you could keep doors open when players are nearby, I saw that feature on some maps
    - disappearing door texture (shows hyperspace)
    - invisible block that does not let go in the rest room
    - two big triggers that open two doors instead of one
    - going through hammock in the engine room: fix: it should be a solid object
    - hole in the engine room (shows hyperspace)
    - weird textures on some of the ventilating grilles
    Suggestions:
    - stairs should be one single slanted plane for smooth moving
    - should put snow(stars) weather more far from the ship, to make the ship have more realistic flying in space effect
     
    After finishing browsing the map, I decided to fly around with noclip to find some missed places. And, as I expected, there were rooms with useful items behind some locked doors. I bet there are secrets in the map which I could get to those places with, aren't there?
    Also is it possible to get outside? If no then is it planned?
     
    I hope my feedback was useful in some degree.
     
    Keep making maps, you have golden hands.
  4. What about accuracy, frags, victory/perfect?

    There are also three rewards but they are not used in JK at all, and was only used in Q3A single player.

    If you need those rewards, then need to hardcode both server and client mods. The only one who can do that now is probably @Raz0r with his ja++. Ask him if you want them much.

  5. If everyone is okay with current version then I will release it.

    If no, then reply, please.

     

    What do you think about reward icons' sizes?

    If resolution height has 1080 pixels then icon size is 89x89 pixels. Or if resolution height is 1536 pixels then icon size is 127x127 pixels.

    So I suppose 128x128 (it has to be power of 2) pixels icon size would be enough. Or not? Should we care about next generation with UHD monitors and make icons with sizes 256x256 pixels?

  6. Yes I'm still interested.

    Okay, then...

     

    Capture reward has some effect sound without voice.

    Defence reward has one sound: "Defence"

    Assist reward has sound: "Assist"

    Impressive reward has two sounds: "Two hits, impressive" and "Impressive"

    Humiliation reward has two sounds: "Gauntlet, humiliation" and "Humiliation"

    Excellent reward has two sounds: "Two frags in two seconds, excellent" and "Excellent"

     

    Extra ones:

    When you and your enemy are close to Boon and your enemy picks it first: "Denied"

    When you kill an enemy flag carrier close to enemy flag stand just before capture: "Holy shit" (code exists but disabled, could be unlocked in ja++, yes, @Raz0r?)

     

    There are also three rewards but they are not used in JK at all, and was only used in Q3A single player.

    They are Perfect, Frags and Accuracy rewards with corresponding sounds: http://planetquake.gamespy.com/View.php?view=Guides.Detail&id=48&game=4

    They are only shown in intermission, not during gameplay.

     

    Comments:

    "Gauntlet" from Humiliation should be replaced with "Stun" or "Stun Baton" since JK does not have Gauntlet weapon, and has Stun Baton instead.

    "frags" from Excellent should be replaced with "kills" maybe, but it does not matter much, imo.

    "Holy shit" should be replaced with something less brutal, I think.

     

    Additonal info: Jedi Outcast uses Mon Monthma's voice for announcing and Jedi Academy uses C-3PO's voice for announcing.

     

    I think that's all...

  7. @Grab, I gonna be ego and won't change Defence to the one which is from the first post, because, imo, when top edge of the shield repeats outer circle then it looks more beatiful than when it's aligned to custom circle.

     

    Removed that small shiet in Excellent and moved wings down:

     

    7fc3888dbe077a966ac436466ab309d1.png

     

    Is it better?

     

    As I have no idea what it is meant to be currently, and it would make it more star wars-y, and still stay fairly true to the original.

    Why Millennium Falcon?

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