Jump to content

ent

Members
  • Posts

    551
  • Joined

  • Last visited

Everything posted by ent

  1. Make sure you read the first tutorial "How to set up a basic Camera" before you read this. I will refer to it. 2 easy processes: 1. Learn how to use the Chasecam mode 2. Lock the Chasecam and create a camera path ----------------------------------------------------------------------------------------- Learn how to use the Chasecam mode ----------------------------------------------------------------------------------------- Choose a demo, put it in the mme/demos folder, start "launch_jaMME.cmd" from the GameData/custom folder, type "\demo <demoname>" and press C when the demo is loaded to pause it. We know how the Camera mode works, now we will learn how to edit a complete Chasecam run. 1. To enter the Chasecam edit mode, press "2". 2. To enter the Chasecam view mode, press X or Z until it says "View set to Chase". 3. Press F to "leave" recorder's pov. Now you see a 3-dimensional white cross in the middle of the screen I hope, it is the marker. ----------------------------------------------------------------------------------------- Lock the Chasecam and create a camera path ----------------------------------------------------------------------------------------- The most important thing in the Chase mode is locking to objects. In contrast to the normal Camera mode the Chasecam always follows objects with its postion. How do you find out which objects you can lock the Chasecam on: Hold mouse1 and mouse2 at the same time, then all available objects will be marked with red borders. You can actually lock on all entities: Players, projectiles (rockets, grenades, blaster shots other "flying" shots), thrown sabers, weapons, ammo, health, armor and powerups. Lock on a certain object: When you chose an object you want to chase, look at it straight so that the white cross is placed above it. Now hold down mouse1 and then hit F. The object will be surrounded by white borders to show that it is now the chased object. (To release a chased object, press F at anytime while holding mouse1) Your movement is limited now, here is what you can change: The keys W, A, S, D are of no use anymore now. You can change the angle of the Chasecam by holding down mouse1 and then moving the mouse. You change the chase distance (distance between Chasecam and chased object) by holding the Spacebar and moving the mouse left and right. Play around with it a bit so you get used to it. Then start to create a complete Chasecam path. You do it the same way as in the Camera mode: You change the position and angle of the Chasecam, add a keypoint by pressing V, then move forward or back in time by holding down SHIFT and moving the mouse and create more keypoints. When you have finished the path, you want to view the Chasecam run you created. Go to the first keypoint and now press R! If you don't press R, the Chasecam view will not be locked. You will see the view following the player, but angles and distance of the Chasecam will not change. When you are locked to the Chasecam view, press C to unpause the demo and watch what you created. Of course you can edit the Roll of every keypoint as well by holding mouse2 when editing a keypoint and moving the mouse. ----------------------------------------------------------------------------------------- Quick setup ----------------------------------------------------------------------------------------- 1. Load a demo and pause it with C 2. Hit "2" for Chasecam edit mode 3. Hit X or Y until it says "View set to Chase" 4. Move the white marker over an object you want to chase 5. Hold mouse1, then hit F to mark it 6. Hold mouse1 and move the mouse to change the angle 7. Hold the Spacebar and move the mouse to change the disctance 8. Set up keypoints by pressing V 9. Type "\mme_blurFrames 20" 10. Go to the first keypoint by holding down Q 11. Type "\capture pipe 30 ChaseTutorial" 14. Unpause the demo with C to capture 15. In windows: all you need is a simple vdub script with framerate set to your final project fps Greetings, John Credits: John "auri" from q3mme crew; original: link.
  2. Here you have a tutorial to introduce everybody to cameras in jaMME. Requirement: one demo Let's imagine your demo is called platypus.dm_26 Put your demo into the folder /mme/demos. Start jaMME with the launch_jaMME.cmd. Go to the demos menu and find platypus, then doubleclick it. The demo loads. When it finished loading, it plays in recorder's pov. Press C to pause the demo - it always helps to get an overview and you do most of the editing in the pause mode. There also are three editing modes: Camera, Chase and Timeline. I will only talk about the Camera mode now. We will go through 3 processes: 1. Create keypoints for a camera path 2. Check the path and do last adjustment 3. Capture the camera run ----------------------------------------------------------------------------------------- Creating Camera Keypoints ----------------------------------------------------------------------------------------- To edit the camera, you have to be in the camera editing mode. You activate it by pressing "1". To see what you are doing you have to be in camera view as well. With the keys X and Z you cycle through the three views until it says "View: Camera". Now I will tell you the basic controls. Hold down mouse1 to be able to move around. You always must have mouse1 (+attack) pressed in order to move in any way. You move with W, S, A, D in all directions, CTRL is move down and the spacebar lifts you up. Surely that is not hard, but you are not bound to player limits, you can spin in every direction, so be careful that you don't end up everything mirrored. Time control. Shift is the time-key. Hold down shift and move your mouse to the left and right to adjust the time. This is how you go forward and back in demos. If you want it to be faster, you can jump in 4-second-steps forward and backward: Hold down shift, then tap A to jump 4 seconds back or tap D to jump 4 seconds forward. You can adjust the time that you jump forward or backward with the cvar mov_seekinterval. Default is set to 4000 miliseconds. Now we will start with the first keypoint. Move to the time in the demo where you want your camera run to start. Then set up a camera angle with a nice view on the player. 1. Press V to create a new camera keypoint. 2. Now you will create more keypoints for the whole run: Hold shift again and go forward in time until the point when you want to have the next keypoint (That surely will be either if the camera stays too far away from the player or the player moves out of view). Hold mouse1 down again, move to the position you want your next keypoint at and press V. Repeat this as often as you want to create your run. Don't do the keypoints too fast after each other. One per 2 seconds often fits. If you do too many, it will look very weird and not smooth anymore. If you don't do enough of them, the camera will follow the player too straight and that might be through walls, so always do keypoints on corners. Now you have a complete run, you will see a red line that shows the way of the camera. The red 3-dimensional crosses are your keypoints. The camera path does not touch all of them. ----------------------------------------------------------------------------------------- Minor Keypoint Adjustment ----------------------------------------------------------------------------------------- When placing the keypoints, the view might be a slightly different from the view from "inside" the camera. To check how your camera run looks from the "inside", press R. Your view will be locked to the camera path. Now it is time to test your path for the first time. With the keys Q and E you can go through all your keypoints. So press Q several times until you reach your first keypoint or hold it down to be even faster. Now press C to unpause the whole demo and watch the camera go along its path until the last keypoint. Then pause the demo again. You might have seen, the camera keypoints are not exactly in the position you want them at. Go back to the first keypoint, still with the view locked to the camera. Now, just hold mouse1 and adjust the position of the keypoint. You do that with every keypoint once now, that is done in like 1 second for each. One more very cool function: Roll. When adjusting a keypoint, hold down mouse2 and move your mouse to the left and the right to set the roll of your camera. Nothing more to say to it, you can edit that for every single one When you have finished adjusting all keypoints, your camera run is finished. Time for... ----------------------------------------------------------------------------------------- Capturing your camera run ----------------------------------------------------------------------------------------- Now when you want to capture, you should know if you want to have any motion blur or not. mme_blurFrames defines motion blur strength. 0 is no motion blur and I think 32 is the max needed. You won't see differences above 32 anymore. There are three kinds of blur included. They are triangle, median and gaussian. They are not easy to describe. Test them yourselves please. You define them by setting the cvar mme_blurType. Default: "\mme_blurType gaussian" If you want motion blur: Open the console, type "\mme_blurFrames <number>", press enter. Values between 12 and 32 give nice motion blur, but for the lower values, it still lets you see frame edges. Now you want to start capturing. Your demo still is paused, you go back to the very first keypoint, the view shall be locked to the camera path now, else nothing will happen. Open the console and define how many frames per second you want. I recorded this clip with 35, motion blur is already included, so I typed: "\capture tga 30 BasicCam". Before you unpause the demo, to get rid of the visible path line and the information in the upper left corner, hit the 4. Another useful feature is soundcapturing, it is included since version 1.5. If you have the cvar "mme_saveWav" set to 1, an uncompressed wavefile will be saved in the same folder as the screenshots. After you unpause the demo capturing will start, the screenshots will be saved in the folder mme\capture\platypus\ and be named BasicCam0000000001.tga and so on. Note: Capturing only happens when the demo is not paused. The capturing of course takes a while, if you should not have known, capturing does not happen in real-time ;D When the path ends and your camera stands still, type "\capture stop" into the console. Your finished capture should be in the quake3\mme\capture\platypus folder. You should bind at least the capture stop command for later recording. If you are unhappy with the camera path, just get the camera view locked and check every keypoint, change its position or roll. If you want to delete a keypoint, press B. If you want to delete all camera points, you can type "\camera clear". Be careful with that, it doesn't ask before doing it. To show a list of all camera commands, only type "\camera" and press enter. You save all your camera points while in the demo with the command "\save CameraTutorial". Then the config file is placed into a folder called project. If you want to load a project into any other demo, put it in the right folder any type "\load <name>". Done. Note: Saved paths work on a per map basis not per demo, so you can re-use paths in other demos with the map if you need. ----------------------------------------------------------------------------------------- Quick Setup ----------------------------------------------------------------------------------------- Quick key commands list also see: mmedemos.cfg (Print this out for easy caming while learning!) C = Pause 1 = Enter camera mode X, Z = Cycle views [Camera, Chase] W,A,S,D while holding mouse1 = Move the camera CTRL = Move down SPACEBAR = Move up SHIFT + move the mouse = Time control V = Create keypoint B = Delete keypoint R = View camera's perspective Q, E = Change to other key points mouse2 + move the mouse = Camera roll 4 = Get rid of all HUDs \mme_blurFrames [0 - 256] .. higher is more qualitative \capture pipe 30 cam1 [format, fps amount, screenshot filename] \save project1 \load project1 Quick setup for capture (by fei) 1. Load jaMME with the .cmd 2. Exec your high_quality.cfg 3. cl_noprint 1; cg_thirdperson 0 (just in case) 4. \load cam1 (Whatever was the file name that you saved your cam path before) 5. Navigate in your demo to the time when the cams start, then hit "C" to pause 6. Hit "1" to go into Camera edit mode 7. Hit "X" till you get to Camera view mode (Free flight, sorta like defrag) 8. "Q" and "E" to navigate through the keypoints 9. Hit "R" to get into the camera perspective 10. Hit "4" to remove the junk from the screen. 11. \capture tga 30 cam1 12. \mme_blurFrames [0 - 32 is a good range] to set your motion blur amount 13. Hit "C" to unpause and begin capturing 14. In windows: all you need is a simple vdub script with framerate set to your final project fps. Greetings, John Credits: John "auri" and fei; original: link.
  3. ----------------------------------------------------------------------------------------- Requirements ----------------------------------------------------------------------------------------- System requirements are same as Jedi academy ones. Recommended RAM: 512 MB. ----------------------------------------------------------------------------------------- Installation ----------------------------------------------------------------------------------------- Download the latest version here: http://jkhub.org/files/file/1712-jamme/. Unzip it to your GameData. If you did it right, there is a jamme.exe and a start_jaMME.cmd in your GameData and a folder mme. Not so hard to do actually, hehe. If you want you can read through the other attached files: cvars.txt, cmds.txt and readme.txt in the mme folder. Now download FFmpeg: https://www.ffmpeg.org/ (That tool is needed to capture low size videos in high quality.) Find there ffmpeg.exe and put that file into your GameData. Installation complete. ----------------------------------------------------------------------------------------- Running it and loading a demo ----------------------------------------------------------------------------------------- You need a demo for this. Note: keep the demo name shortest possible, there have been problems for some users because their demo name was too long. It's something like foldername+\+demoname.extension must not be longer than 64 characters. Mme reads demos from the standard demo folder base/demos and mme/demos (including subfolders) (and also from the folders and their demos subfolders in the fs_extraGames cvar, see: start_jaMME.cmd file). So stuff your demo into one of those, you can browse through all subfolders of the mme demos folder in mme itself so you can sort your demos in different folders if you have very many. To start jaMME, doubleclick start_jaMME.cmd. JA will start with the mme mod loaded. You can now play a demo and see how it works. To do so, click on Demos. You're in the demo browser. Find your demo and doubleclick it. The demo will load and play in recorder's pov. ----------------------------------------------------------------------------------------- Basic controls and settings ----------------------------------------------------------------------------------------- First of all, let's say you only want to record some recorder's pov footage from the demo you loaded. In the other tutorials it's explained how to do cameras and all that funky stuff : ) So, you loaded the demo and it's playing from recorder's pov. Basic key commands you have now: C : pause / resume demo playback Hold Shift + move the mouse : control demo time Hold Shift + D : move 4 seconds forward in time (you can hold this down) Hold Shift + A : move 4 seconds back in time (you can hold this down too) With mov_seekInterval you can define how far forward or back you jump (in seconds) pressing shift + a/d, default value is 4. ​ cg_draw2D 3/2/1/0 show 2D images on screen: 0 = hide all images, 1 = show all images, 2 = show all images and show chatbox if camera is not locked to any player 3 = same as 2 but shows underwater visual effect in either camera mode or in frags only mode (mov_fragsOnly > 0) con_notifyTime -1, 0-infinity time how long console messageare displayed on screen. Put -1 to avoid having them shown on screen while capturing. Do rather use this instead of all know cl_noprint because with noprint you won't be able to get the console messages updated, but with notifyTime everything is printed In the console, just doesn't appear on the screen. Standard JA cvar by the way. mov_chatBeep 1/0 enable / disable all chatbeeps mov_fragsOnly 0/1/2 hide 2d except frag message and awards: 0 = disabled, 1 = only frag message and awards, 2 = frag message, awards and snipe scope if sniping​ fs_extraGames "text text" tell the game from which mod folders it can load files: fs_extraGames "japlus japp" will load such files as animations, rgb sabers, demos from japlus and japp folders, fs_extraGames "mme MBII" will load mme assets and all MBII mod related files, and so on. com_affinity 0/1/2/4/8 etc define what core(s) (for multicore CPUs) the game will use for itself. it's better if it's set to 1 (default) and uses the 1st core since the game works faster on a single core. IMPORATNT: set to 0 if you are using FFmpeg/pipe to speed up capture. ​​ ----------------------------------------------------------------------------------------- Capturing ----------------------------------------------------------------------------------------- Now capturing time. You do not use the cl_avidemo command anymore because it's limited. Several capturing options there: Frames per second, motion blur, name and sound capture. mov_captureFPS defines how many screenshots per second are taken while capturing. Any value possible mov_captureName "name" defines a name for the video/screenshots for better overview. Video: Name001.mp4/Screenies: Name0000001.tga mme_blurFrames 0-32 defines how many frames are blended together for motion blur mme_blurOverlap 0-32 defines how many already blurred frames are again blended together or so. Fiddle around with it. ​(drunk effect, if crashes, increase mme_workMegs) mme_saveWav 2/1/0 enable / disable sound capturing to a wav file while capturing IMPORTANT: 2 = capture audio into a video file (avi/pipe) I guess as beginner you don't need to set all of these. saveWav is enabled by default, that's enough, blurOverlap.. don't bother with that yet, it's 0 by default, leave that too. Set some blurFrames, every footage looks better with some blur in my opinion. Values from 32 and higher give nice motion blur. Higher value = higher quality = longer to capture. You don't have to set mov_captureName and mov_captureFPS yet, you do it automatically when you start capturing. Now stop the demo by pressing C, go to the point in the demo where you want to start capturing by holding shift and using the mouse and/or the A and D keys. Open the console, type something like this (or bind): /capture <pipe/avi/png/tga/jpg> <fps> <name> Example: /capture pipe 30 impressive (/bind F1 "capture pipe 30 impressive", fit F1.) (Make sure you installed FFmpeg, see Installation above.) Then bind capture stop to any key (/bind F2 "capture stop"). It does not capture yet, it starts when you unpause the demo. Unpause the demo, wait until it's captured, then press the capture stop key and you're done, the captured mp4 are in a subfolder of mme/capture. Okay that's it right? Hehe, hope I helped you. Good luck and have a nice day. Credits: John "auri" from q3mme crew; original: link.
  4. ent

    Introduction

    jaMME is an engine modification of the game Star Wars: Jedi Knight Jedi Academy for moviemaking. It’s a port of the q3mme modification for Quake 3 Arena and uses most of its features. Features: - demo playback control - free camera mode - chase camera mode - time speed animation - capturing motion blur - capturing output in stereo 3D - different output types: jpg, tga, png, avi - playing music on background to synchronize it with editing - saving depth of field mask - overriding players information: name, saber colours, hilts, team, model - realistic first person view with visible body (trueview) - recording audio to wav - replacing world textures with your own - replacing skybox with one solid colour (chroma key) - capturing in any resolution - off-screen capturing - capturing a list of demos - supporting mods: base (basejka, base_enhanced), ja+ (ja++), lugormod, makermod The mod is made to work with demo files. To learn what are they and how to record them, visit this tutorial. Enough words, watch jaMME demonstration: Download jaMME: http://jkhub.org/files/file/1712-jamme/ Download source: https://github.com/entdark/jaMME Now visit Tutorials section to start.
  5. ent

    jaMME

    Version 1.11 Windows

    5,726 downloads

    Jedi Academy Movie Maker's Edition (jaMME) is an engine modification of Jedi Academy for moviemaking. It's a port of q3mme with most of its features and some new ones. Features: - demo playback control (pause, rewind) - free camera mode - chase camera mode - time speed animation - capturing motion blur - capturing output in stereo 3D - different output types: jpg, tga, png, avi - playing music on background to synchronize it with editing - saving depth of field mask - overriding players information: name, saber colours, hilts, team, model - realistic first person view with visible body (trueview) - recording audio to wav - replacing world textures with your own - replacing skybox with one solid colour (chroma key) - capturing in any resolution - off-screen capturing - capturing a list of demos - supporting mods: base (basejka, base_enhanced), ja+ (ja++, UAGalaxy), lugormod, makermod - supporting versions: 1.01 and 1.00 - in-game demo cutter Author: ent Contributors: ent, Scooper, redsaurus, teh, loda, Alpha/Avygeil Version: 1.10 Date: 10.08.2016 Filesize: 7.42 MB Installation: extract the archive to "GameData" folder. Copyrights: ©2013-2016 ent
  6. Added link to models in the 1st post.
  7. Hello everyone! I'd like to introduce a Jedi Academy trick jumping movie: Popusa 3D. Enjoy watching. Torrent 3D: http://db.tt/coDwK7RH Direct link 3D: http://download.maverickservers.com/popusa_3d.mp4 Torrent 2D: http://db.tt/258Ud7kp Direct link 2D: http://download.maverickservers.com/popusa_2d.mp4 3D is a side-by-side stereopair. To watch 3D you need to get 3D video player (for example, Stereoscopic Player) and 3D device (for example, anaglyph glasses). Models: http://db.tt/45Obm3vt
×
×
  • Create New...