Redeclipse maps in Sauerbraten? Machima?

Redeclipse maps in Sauerbraten? Machima?

Postby ram » 01 Mar 2012, 06:21

Hi all,

I really enjoy playing the Redeclipse game, particularly Capture the Flag, but that is not my question.

Since Redeclipse seems to render better/faster than Sauerbraten is was wondering was there anyway of using it in a 'MovieCube' mode for Machima (movie making)? In other words, turn off the HUD, text, and such in the middle of the display and just go around in spectator mode capturing 'footage'.

If that is not possible, is it possible to import Redeclipse maps and objects into Sauerbraten?

I also have an interest in putting some new human/humanoid models in Redeclipse/Sauerbraten. For example models created in MakeHuman ported to Blender and then into Sauerbraten. Yes, I am working with the team trying to port the characters from Big Buck Bunny into Sauerbraten based platforms. :p
ram
 
Posts: 3
Joined: 01 Mar 2012, 06:01

Re: Redeclipse maps in Sauerbraten? Machima?

Postby qreeves » 01 Mar 2012, 08:46

ram {l Wrote}:Since Redeclipse seems to render better/faster than Sauerbraten is was wondering was there anyway of using it in a 'MovieCube' mode for Machima (movie making)? In other words, turn off the HUD, text, and such in the middle of the display and just go around in spectator mode capturing 'footage'.

You can turn off the HUD, etc. but there are no automation processes in place for machinima.

ram {l Wrote}:If that is not possible, is it possible to import Redeclipse maps and objects into Sauerbraten?

You can import Sauerbraten maps into Red Eclipse, but not vice versa. It is theoretically possible to write an importer (the map format is not all that different and the main octree structure is kept in sync with Sauerbraten), but there is no support for this by default. Models are completely transferable between both games, the only thing that is different in that regard are player model animations (Red Eclipse has a broader range of required animations, and the names of animations differ between codebases).

ram {l Wrote}:I also have an interest in putting some new human/humanoid models in Redeclipse/Sauerbraten. For example models created in MakeHuman ported to Blender and then into Sauerbraten. Yes, I am working with the team trying to port the characters from Big Buck Bunny into Sauerbraten based platforms.

I actually think someone has already done that. I don't know how useful such models would be to either community, but if you intend on making your own project I guess it could work. I can't really help you with modelling and/or import questions though. I suggest IQM or MD5 though (though I've always heard people complaining about the lack of decent Blender import scripts).
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: Redeclipse maps in Sauerbraten? Machima?

Postby TheLastProject » 01 Mar 2012, 13:27

qreeves {l Wrote}:You can turn off the HUD, etc. but there are no automation processes in place for machinima.

/showhud 0
In case you didn't know already, please note that it hides the chat and so as well, so you won't see what commands you're typing after that :P
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: Redeclipse maps in Sauerbraten? Machima?

Postby ram » 02 Mar 2012, 01:15

Thanks for the quick reply and hints. I'll let you know how it works out.
ram
 
Posts: 3
Joined: 01 Mar 2012, 06:01

Re: Redeclipse maps in Sauerbraten? Machima?

Postby inpersona64 » 02 Mar 2012, 03:13

This game would look so sweet if it ended up on Machinima.
User avatar
inpersona64
 
Posts: 474
Joined: 01 Apr 2011, 18:19
Location: Eastern USA

Re: Redeclipse maps in Sauerbraten? Machima?

Postby cdxbow » 07 Mar 2012, 00:40

wrt machima

With RE 1.2 you can have a boy and a girl at least. So a bit of action is possible. If you leave them alone long enough, well, it could be like Adam & Eve....

Seriously, the only thing stopping RE from good for basic machima is the limited player models possible (and always the availabilty of suitable models) If you could load a dozen different models then you could really party using live players. Yet another reason for a robust player class. As pointed out in earlier replies all the other stuff for basic machima is already there, recording video, turning the HUD off, spectator mode for 3rd person view etc. We have a few player models in the pipeline, mostly of the droid/mech variety but we do have one girl and possibly a battle armor. I will post these as they are 'finished'.

At present RE is relatively limited in its ability to script NPC actions and interaction with mapmodels, so some scripted elements may be hard or difficult, but if you stick to live players it should be pretty easy. We did some experiments last year (oh, god, confession trying to make cut scenes) and they worked OK.
User avatar
cdxbow
 
Posts: 317
Joined: 21 Mar 2011, 23:36
Location: Melbourne, Oz

Re: Redeclipse maps in Sauerbraten? Machima?

Postby FlyinHigh » 07 Mar 2012, 06:16

Hey cdxbow, where you been? Has development on your game stopped?
FlyinHigh
 
Posts: 25
Joined: 08 Nov 2011, 00:58

Re: Redeclipse maps in Sauerbraten? Machima?

Postby inpersona64 » 07 Mar 2012, 06:34

cdxbow {l Wrote}:wrt machima

With RE 1.2 you can have a boy and a girl at least. So a bit of action is possible. If you leave them alone long enough, well, it could be like Adam & Eve....

Ok, i guess what i was trying to say was that it would be great if Red Eclipse ended up on Machinima RESPAWN. I watch Respawn all the time and to be honest its something different from the stuff they usually post (COD, Battlefield, Halo, and all the other triple A titles).
User avatar
inpersona64
 
Posts: 474
Joined: 01 Apr 2011, 18:19
Location: Eastern USA

Re: Redeclipse maps in Sauerbraten? Machima?

Postby TheLastProject » 07 Mar 2012, 08:42

cdxbow {l Wrote}:With RE 1.2 you can have a boy and a girl at least. So a bit of action is possible. If you leave them alone long enough, well, it could be like Adam & Eve....

Image
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: Redeclipse maps in Sauerbraten? Machima?

Postby cdxbow » 07 Mar 2012, 13:09

I'm getting old, I missed the chance of working spawn into the line about Adam & Eve. Nice graphic earlier.

FlyinHigh {l Wrote}:Hey cdxbow, where you been? Has development on your game stopped?

No not at all, had to rejig the projects a bit, but mid year you will see the first cut of MekArcade (single mek) and in the second half of the year the full monty with multiple meks. Its 'March Modelling Madness' at the moment. The development site is now at sourceforge - https://sourceforge.net/projects/mekarcade/ but there won't be any code until about RE 1.3
User avatar
cdxbow
 
Posts: 317
Joined: 21 Mar 2011, 23:36
Location: Melbourne, Oz

Re: Redeclipse maps in Sauerbraten? Machima?

Postby FlyinHigh » 08 Mar 2012, 01:34

It will be produced for macs yes? I would greatly enjoy this game :)
FlyinHigh
 
Posts: 25
Joined: 08 Nov 2011, 00:58

Re: Redeclipse maps in Sauerbraten? Machima?

Postby Ulukai » 08 Mar 2012, 14:15

It's the first thing I hear about this game, but it looks very promising! I'm looking forward to it and applaud Quin to help developing this game.
Can't wait to try a first release!
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: Redeclipse maps in Sauerbraten? Machima?

Postby cdxbow » 10 Mar 2012, 08:33

It will be produced for macs yes? I would greatly enjoy this game
Probably, any kind souls out there would like to do it for us? Linux certainly.
User avatar
cdxbow
 
Posts: 317
Joined: 21 Mar 2011, 23:36
Location: Melbourne, Oz

Re: Redeclipse maps in Sauerbraten? Machima?

Postby qreeves » 10 Mar 2012, 11:21

cdxbow {l Wrote}:
It will be produced for macs yes? I would greatly enjoy this game
Probably, any kind souls out there would like to do it for us? Linux certainly.

I have a Mac, I roll the builds for both Windows and Mac versions of Red Eclipse already.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: Redeclipse maps in Sauerbraten? Machima?

Postby TheLastProject » 10 Mar 2012, 11:40

cdxbow {l Wrote}:
It will be produced for macs yes? I would greatly enjoy this game
Probably, any kind souls out there would like to do it for us? Linux certainly.

If you can give me the files I need and instructions on how to compile it (I know how make works, but not which flags you need) I can send you the compiled Linux data (that is, if you still need it. Last time I didn't see a Linux version on your site).
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: Redeclipse maps in Sauerbraten? Machima?

Postby cdxbow » 11 Mar 2012, 03:51

Thanks all for the recompilation offers. A couple of months it will be time.
User avatar
cdxbow
 
Posts: 317
Joined: 21 Mar 2011, 23:36
Location: Melbourne, Oz

Who is online

Users browsing this forum: No registered users and 0 guests