But seriously, nice update=) Not entirely sure where I'll be using the color grading though.. I just hope "shadows" that are far away turn black instead of gray somehow soon =)
<!--quoteo(post=1748745:date=Jan 23 2010, 01:30 PM:name=KillerBroetchen)--><div class='quotetop'>QUOTE (KillerBroetchen @ Jan 23 2010, 01:30 PM) <a href="index.php?act=findpost&pid=1748745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The brass eject from the video is pretty unnatural. Normally the brasses would eject to the right side, so that they doesn't disturb the soldier.<!--QuoteEnd--></div><!--QuoteEEnd--> However, ejecting to the left makes it actually visible and thus more fun.
<!--quoteo(post=1748747:date=Jan 23 2010, 12:18 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Jan 23 2010, 12:18 PM) <a href="index.php?act=findpost&pid=1748747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However, ejecting to the left makes it actually visible and thus more fun.<!--QuoteEnd--></div><!--QuoteEEnd--> exactly, sometimes you have to choose between what is real....and what is cooler.
<!--quoteo(post=1748754:date=Jan 23 2010, 03:54 PM:name=valkiuz)--><div class='quotetop'>QUOTE (valkiuz @ Jan 23 2010, 03:54 PM) <a href="index.php?act=findpost&pid=1748754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can somebody please post the video on another website? Can't watch youtube in China stupid block :/<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://vtunnel.com/" target="_blank">VTunnel</a>, <a href="http://keepvid.com/" target="_blank">KeepVid</a>?
I was somewhat disappointed from the video, to be honest. A lot of people seem to be such beggars for any bones like this that it's embarrassing.
The animations were stiff and unnatural, especially when turning. I realize it's all placeholder, but still. Also, the lack of any sound was a surprise as well.
Anyway, I know you guys are working hard on this, so keep up the good work!
<!--quoteo(post=1748745:date=Jan 23 2010, 10:30 AM:name=KillerBroetchen)--><div class='quotetop'>QUOTE (KillerBroetchen @ Jan 23 2010, 10:30 AM) <a href="index.php?act=findpost&pid=1748745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The brass eject from the video is pretty unnatural. Normally the brasses would eject to the right side, so that they doesn't disturb the soldier.<!--QuoteEnd--></div><!--QuoteEEnd--> Maybe the marine picked up a left handed machine gun, by mistake? :P
But, yes, we thought about this, back when designing the gun itself, and figuring out which side to put the ejection port. We made the creative decision that the more interesting visual aspect of being able to see the shells ejecting trumped the realism. And we aren't the only game to make the same decision, many guns in Counterstrike, Crysis, and plenty of others, eject the brasses to the left side.
<!--quoteo(post=1748766:date=Jan 23 2010, 04:32 PM:name=BigText)--><div class='quotetop'>QUOTE (BigText @ Jan 23 2010, 04:32 PM) <a href="index.php?act=findpost&pid=1748766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, the lack of any sound was a surprise as well.<!--QuoteEnd--></div><!--QuoteEEnd--> We actually have sounds for everything shown in the video (except for the dummies being destroyed, since they aren't in the actual game), they just haven't been hooked up to the mod yet. We also have draw, reload, and other animations not shown. The draw animation along with the sound effects for it are particularly cool looking.
<!--quoteo(post=1748701:date=Jan 22 2010, 05:59 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Jan 22 2010, 05:59 PM) <a href="index.php?act=findpost&pid=1748701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->btw did u guys get this mod idea from www.interstellarmarines.com ?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes. In order to test new engine features, it's helpful to have a really simple setup so it's easy to see if things are working properly. The Natural Selection 2 game code is fairly complex, so a simple shooting range seemed like the perfect test case for what I was adding to the engine.
It was a pretty meager video yeah, especially felt a bit left out on the audio but there obviously was a good reason. (When will we ever get to hear some soundtracks from the game by the way?) But it's nice to see things in action nonetheless!
On the editor; I assume the physics toggle ability mentioned in the list of updates is simply not there? Can't really find it anywhere.
<!--quoteo(post=1748768:date=Jan 24 2010, 01:59 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 24 2010, 01:59 AM) <a href="index.php?act=findpost&pid=1748768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We actually have sounds for everything shown in the video (except for the dummies being destroyed, since they aren't in the actual game), they just haven't been hooked up to the mod yet. We also have draw, reload, and other animations not shown. The draw animation along with the sound effects for it are particularly cool looking.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, thanks for the clarification on that.
Will there be animations for turning, such as in HL2 or (ugh) Halo? As in, the gun being closer to you when you look up, and further away when you look down, and having a bit of swing when you move left and right? When the marine is standing, it doesn't appear like he's holding the gun with too much rigidity, so having him turn with his arms being locked in place looks rather odd.
<!--quoteo(post=1748772:date=Jan 23 2010, 08:32 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Jan 23 2010, 08:32 PM) <a href="index.php?act=findpost&pid=1748772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the editor; I assume the physics toggle ability mentioned in the list of updates is simply not there? Can't really find it anywhere.<!--QuoteEnd--></div><!--QuoteEEnd--> It's a checkbox in the animation dock. I have no idea what it does, do tell if you find out.
<!--quoteo(post=1748774:date=Jan 23 2010, 12:46 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Jan 23 2010, 12:46 PM) <a href="index.php?act=findpost&pid=1748774"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a checkbox in the animation dock. I have no idea what it does, do tell if you find out.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, thanks. Sure seems to do a whole lot of nothing at this point. My very unqualified guess is to see how player models collapse under an animation or something (click physics and they collapse).
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
Max, the color input area is not working properly. Say you have a color grading or light entity selected and you click on the red value of the color to change it. If you change it and hit enter it updates the color icon there but it doesn't transfer to the entity: eg color grading is 0,0,0 by default so I click the red value hit 255 hit enter the color icon changes to red but that value does not transfer to the entity... to make that work i have to manually open up the color editor and then choose the same thing and then it works.
Anyone who's been burned by an ejected brass shell knows it isn't "cool" at all. Personally, I don't like having the ejection on the left, but then again, I really don't care. Glad to see some in-game footage, and looking forward to seeing more.
<!--quoteo(post=1748780:date=Jan 23 2010, 01:27 PM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Jan 23 2010, 01:27 PM) <a href="index.php?act=findpost&pid=1748780"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone who's been burned by an ejected brass shell knows it isn't "cool" at all. Personally, I don't like having the ejection on the left, but then again, I really don't care. Glad to see some in-game footage, and looking forward to seeing more.<!--QuoteEnd--></div><!--QuoteEEnd-->
They have the "Titanium Denim cloth" after all, I think they'll be alright :p
Disappointed to see that the gun is still angled to the left for some ungodly reason. The marines must walk with their left sides pointing ahead just to shoot straight. :P
I know you guys want to show off your beautiful model but 1) The perspective is simply inaccurate. As far as I know, when soldiers are engaging a target, they keep their arms positioned in such a way that the rifle is always pointed straight ahead. If they need to shoot to the left or to the right they turn at the waist. (note that from their first-person-perspective, their rifle would still look as if it were pointed straight ahead). The only time they might ever angle the rifle is if they're trying to blind fire around a corner or something.
2) It takes up too much of the screen area. If you split that screen area pictured in the video into quarters, that angled model takes up 1/4th of the viewable area!
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1748701:date=Jan 23 2010, 11:59 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Jan 23 2010, 11:59 AM) <a href="index.php?act=findpost&pid=1748701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOVE IT... hold on let me say that again LOOOVVVVEEEE IT, now that is what am talking about, good job guys keep up the hard work and I really hope u do release some small footage like this one more often.
btw did u guys get this mod idea from www.interstellarmarines.com ?<!--QuoteEnd--></div><!--QuoteEEnd-->
haha thats funny cause i was just playing interstellar marines thinking that NS2 should have a game mode like that keep us quiet, and then saw this!!!!! its like they read my mind :)
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1748786:date=Jan 24 2010, 04:53 AM:name=Grunt Magnus)--><div class='quotetop'>QUOTE (Grunt Magnus @ Jan 24 2010, 04:53 AM) <a href="index.php?act=findpost&pid=1748786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Disappointed to see that the gun is still angled to the left for some ungodly reason. The marines must walk with their left sides pointing ahead just to shoot straight. :P
I know you guys want to show off your beautiful model but 1) The perspective is simply inaccurate. As far as I know, when soldiers are engaging a target, they keep their arms positioned in such a way that the rifle is always pointed straight ahead. If they need to shoot to the left or to the right they turn at the waist. (note that from their first-person-perspective, their rifle would still look as if it were pointed straight ahead). The only time they might ever angle the rifle is if they're trying to blind fire around a corner or something.
2) It takes up too much of the screen area. If you split that screen area pictured in the video into quarters, that angled model takes up 1/4th of the viewable area!<!--QuoteEnd--></div><!--QuoteEEnd-->
1) only if you are aiming down the site - these marines shoot more from the hip -and to be honest it looks cool.
2) it won't take up as much in widescreen mode (which anyone that has bought a monitor in the last 3 years has)
<!--quoteo(post=1748805:date=Jan 24 2010, 05:16 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jan 24 2010, 05:16 AM) <a href="index.php?act=findpost&pid=1748805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it won't take up as much in widescreen mode (which anyone that has bought a monitor in the last 3 years has)<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice wide-sweeping generalization there, bucko. You must ace all your sociology papers.
And I agree that the gun looks like it's pointing to the left. It has nothing to do with shooting from the hip, which the marines aren't doing anyway. The animation is simply at a bit of a wrong angle. That probably adds in the "animation looking stiff" thing I keep repeating like a pessimist. It makes it look like the marine isn't holding the gun with deliberation, and it almost seems he's holding it loftily. Add in the shifts in the gun's position as he's just standing holding it, and that is probably what makes it look so unnatural when he turns, in my eyes, anyway.
<!--quoteo(post=1748786:date=Jan 23 2010, 07:53 PM:name=Grunt Magnus)--><div class='quotetop'>QUOTE (Grunt Magnus @ Jan 23 2010, 07:53 PM) <a href="index.php?act=findpost&pid=1748786"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Disappointed to see that the gun is still angled to the left for some ungodly reason. The marines must walk with their left sides pointing ahead just to shoot straight. :P
I know you guys want to show off your beautiful model but 1) The perspective is simply inaccurate. As far as I know, when soldiers are engaging a target, they keep their arms positioned in such a way that the rifle is always pointed straight ahead. If they need to shoot to the left or to the right they turn at the waist. (note that from their first-person-perspective, their rifle would still look as if it were pointed straight ahead). The only time they might ever angle the rifle is if they're trying to blind fire around a corner or something.
2) It takes up too much of the screen area. If you split that screen area pictured in the video into quarters, that angled model takes up 1/4th of the viewable area!<!--QuoteEnd--></div><!--QuoteEEnd--> So, like Quake and its middle-of-the-screen guns?
I'd like the weapon to have some "swing" when you move the aim, something like when you move your aim in Call of Duty 4 and Modern Warfare 2. I think the game looks a bit more realistic like that.
I know, I read that it will look a bit different in the game, but I wanted to say it anyway.
And I think the weapon should be put in a different angle... the way it is it looks like the marine is holding his gun far from his body and it's aiming more to the left of the screen than to the center of it.
Other than that, the engine and graphics look amazing!
Comments
But seriously, nice update=) Not entirely sure where I'll be using the color grading though.. I just hope "shadows" that are far away turn black instead of gray somehow soon =)
Anyone figured what the physics preview does yet?..
Keep it up :)
However, ejecting to the left makes it actually visible and thus more fun.
This is my first issue since the first public beta.
exactly, sometimes you have to choose between what is real....and what is cooler.
thank you~
<a href="http://vtunnel.com/" target="_blank">VTunnel</a>, <a href="http://keepvid.com/" target="_blank">KeepVid</a>?
One question though: Are models supposed to be black instead of full-bright in unlit-mode or this this still a little buggy?
GOTY GOTY GOTY
Now i would like to donate my organs to support the game development.
I have a feeling this game will be better than Aliens vs Predator thats coming out feb 12.
The animations were stiff and unnatural, especially when turning. I realize it's all placeholder, but still. Also, the lack of any sound was a surprise as well.
Anyway, I know you guys are working hard on this, so keep up the good work!
Maybe the marine picked up a left handed machine gun, by mistake? :P
But, yes, we thought about this, back when designing the gun itself, and figuring out which side to put the ejection port. We made the creative decision that the more interesting visual aspect of being able to see the shells ejecting trumped the realism. And we aren't the only game to make the same decision, many guns in Counterstrike, Crysis, and plenty of others, eject the brasses to the left side.
<!--quoteo(post=1748766:date=Jan 23 2010, 04:32 PM:name=BigText)--><div class='quotetop'>QUOTE (BigText @ Jan 23 2010, 04:32 PM) <a href="index.php?act=findpost&pid=1748766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, the lack of any sound was a surprise as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
We actually have sounds for everything shown in the video (except for the dummies being destroyed, since they aren't in the actual game), they just haven't been hooked up to the mod yet. We also have draw, reload, and other animations not shown. The draw animation along with the sound effects for it are particularly cool looking.
--Cory
(I imagine them playing this thing all afternoon :D)
Yes. In order to test new engine features, it's helpful to have a really simple setup so it's easy to see if things are working properly. The Natural Selection 2 game code is fairly complex, so a simple shooting range seemed like the perfect test case for what I was adding to the engine.
But it's nice to see things in action nonetheless!
On the editor; I assume the physics toggle ability mentioned in the list of updates is simply not there? Can't really find it anywhere.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, thanks for the clarification on that.
Will there be animations for turning, such as in HL2 or (ugh) Halo? As in, the gun being closer to you when you look up, and further away when you look down, and having a bit of swing when you move left and right? When the marine is standing, it doesn't appear like he's holding the gun with too much rigidity, so having him turn with his arms being locked in place looks rather odd.
It's a checkbox in the animation dock. I have no idea what it does, do tell if you find out.
Ah, thanks. Sure seems to do a whole lot of nothing at this point.
My very unqualified guess is to see how player models collapse under an animation or something (click physics and they collapse).
Just a heads up.
They have the "Titanium Denim cloth" after all, I think they'll be alright :p
I know you guys want to show off your beautiful model but
1) The perspective is simply inaccurate. As far as I know, when soldiers are engaging a target, they keep their arms positioned in such a way that the rifle is always pointed straight ahead. If they need to shoot to the left or to the right they turn at the waist. (note that from their first-person-perspective, their rifle would still look as if it were pointed straight ahead). The only time they might ever angle the rifle is if they're trying to blind fire around a corner or something.
2) It takes up too much of the screen area. If you split that screen area pictured in the video into quarters, that angled model takes up 1/4th of the viewable area!
btw did u guys get this mod idea from www.interstellarmarines.com ?<!--QuoteEnd--></div><!--QuoteEEnd-->
haha thats funny cause i was just playing interstellar marines thinking that NS2 should have a game mode like that keep us quiet, and then saw this!!!!! its like they read my mind :)
(*starts thinking about cake)
I know you guys want to show off your beautiful model but
1) The perspective is simply inaccurate. As far as I know, when soldiers are engaging a target, they keep their arms positioned in such a way that the rifle is always pointed straight ahead. If they need to shoot to the left or to the right they turn at the waist. (note that from their first-person-perspective, their rifle would still look as if it were pointed straight ahead). The only time they might ever angle the rifle is if they're trying to blind fire around a corner or something.
2) It takes up too much of the screen area. If you split that screen area pictured in the video into quarters, that angled model takes up 1/4th of the viewable area!<!--QuoteEnd--></div><!--QuoteEEnd-->
1) only if you are aiming down the site - these marines shoot more from the hip -and to be honest it looks cool.
2) it won't take up as much in widescreen mode (which anyone that has bought a monitor in the last 3 years has)
Nice wide-sweeping generalization there, bucko. You must ace all your sociology papers.
And I agree that the gun looks like it's pointing to the left. It has nothing to do with shooting from the hip, which the marines aren't doing anyway. The animation is simply at a bit of a wrong angle. That probably adds in the "animation looking stiff" thing I keep repeating like a pessimist. It makes it look like the marine isn't holding the gun with deliberation, and it almost seems he's holding it loftily. Add in the shifts in the gun's position as he's just standing holding it, and that is probably what makes it look so unnatural when he turns, in my eyes, anyway.
I know you guys want to show off your beautiful model but
1) The perspective is simply inaccurate. As far as I know, when soldiers are engaging a target, they keep their arms positioned in such a way that the rifle is always pointed straight ahead. If they need to shoot to the left or to the right they turn at the waist. (note that from their first-person-perspective, their rifle would still look as if it were pointed straight ahead). The only time they might ever angle the rifle is if they're trying to blind fire around a corner or something.
2) It takes up too much of the screen area. If you split that screen area pictured in the video into quarters, that angled model takes up 1/4th of the viewable area!<!--QuoteEnd--></div><!--QuoteEEnd-->
So, like Quake and its middle-of-the-screen guns?
I know, I read that it will look a bit different in the game, but I wanted to say it anyway.
And I think the weapon should be put in a different angle... the way it is it looks like the marine is holding his gun far from his body and it's aiming more to the left of the screen than to the center of it.
Other than that, the engine and graphics look amazing!