Mass Effect: Unification (build 40316/06) (R6 RELEASED)

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Re: Mass Effect: Unification (build 30121/06) (OPEN BETA!)

Postby Anakin » Thu Mar 03, 2016 5:49 am

worked with IE :D

No idea why it doesn't work with edge

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Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)

Postby Marth8880 » Tue Mar 22, 2016 1:17 am

Teaser trailer for Europa: Vostok Station!

https://www.youtube.com/watch?v=Y3DRBeKV3ik


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Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)

Postby Maveritchell » Tue Mar 22, 2016 12:07 pm

Cutscenes in Zero are a right pain in the butt to put together, eh? Nice work.

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Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)

Postby Marth8880 » Tue Mar 22, 2016 5:59 pm

Normally, yes. However, I constructed a cinematic system specifically for this sub-project (based on Objective.lua and MultiObjectiveContainer.lua) that allows designers to set up sequences of camera shots in any order, and it works really well. :D I actually plan on releasing the source for the system soon.

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Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)

Postby Kingpin » Tue Mar 22, 2016 6:19 pm

Looking great, Marth!

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Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)

Postby Maveritchell » Tue Mar 22, 2016 6:45 pm

Marth8880 wrote:Normally, yes. However, I constructed a cinematic system specifically for this sub-project (based on Objective.lua and MultiObjectiveContainer.lua) that allows designers to set up sequences of camera shots in any order, and it works really well. :D I actually plan on releasing the source for the system soon.


The scripting stuff isn't the finicky issue, though - at least for me, positioning the cameras precisely was the real pain. It's easy(-ier) if you're doing all 3D modeled stuff (since you can use your modeling software as position reference), but if you're working in an open world, you have to munge and test for each camera position change.

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Re: Mass Effect: Unification (build 30318/06) (NEW TRAILER!)

Postby TWINKEYRUNAWAY » Tue Mar 22, 2016 10:52 pm

The scripting stuff isn't the finicky issue, though - at least for me, positioning the cameras precisely was the real pain. It's easy(-ier) if you're doing all 3D modeled stuff (since you can use your modeling software as position reference), but if you're working in an open world, you have to munge and test for each camera position change.


Maybe a certian mod about times that were dark and would be the third iliteration would find ample use for this.

@Marth, your saying that this wasn't a video made with recording free cam with clever cutting and editing, but is infact a realtime ingame sequence in the zero engine?!

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Re: Mass Effect: Unification (build 30429/06) (NEW TRAILER!)

Postby Marth8880 » Fri Apr 29, 2016 9:02 pm

Streaming development of Mass Effect: Unification R6 now on twitch!

https://www.twitch.tv/marth8880

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Re: Mass Effect: Unification (build 30429/06) (NEW TRAILER!)

Postby Kingpin » Fri Apr 29, 2016 11:57 pm

Nice, good to have some campaign missions in :thumbs: :thumbs:

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Re: Mass Effect: Unification (build 30503/06)

Postby Marth8880 » Tue May 03, 2016 3:59 pm

Testing out different material settings to get the right look for Europa's icy oceans. :o

#1: Per-pixel lighting, normal map + gloss, specular map in alpha for diffuse & normal
Hidden/Spoiler:
Image


#2: Per-pixel lighting, single-sided transparency, 5th place specular, ice refraction
Hidden/Spoiler:
Image


#3: Same as #1, but texture tiling is doubled
Hidden/Spoiler:
Image


Here's the general look that I'm going for: https://docs.google.com/document/d/1FD0 ... 4qyltjpv2y


Thoughts, anyone?

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Re: Mass Effect: Unification (build 30503/06)

Postby Kingpin » Tue May 03, 2016 6:18 pm

#3 For sure.

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Re: Mass Effect: Unification (build 30503/06)

Postby The Nasal Abyss » Wed May 04, 2016 3:46 am

3. :)

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Re: Mass Effect: Unification (build 30503/06)

Postby Anakin » Wed May 04, 2016 4:21 am

1 or 3

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Re: Mass Effect: Unification (build 30503/06)

Postby Maveritchell » Wed May 04, 2016 2:42 pm

Your camera distance is likely going to affect your answers there.

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Re: Mass Effect: Unification (build 30503/06)

Postby Marth8880 » Wed May 04, 2016 2:43 pm

Maveritchell wrote:Your camera distance is likely going to affect your answers there.

I agree. With that said, it should probably be noted that the player most likely won't end up being able to actually walk on the ice like what's shown in the images. It'll likely only be something you see in the background-ish.

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Re: Mass Effect: Unification (build 30503/06)

Postby ARCTroopaNate » Thu May 05, 2016 10:28 am

2 or 3.

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Re: Mass Effect: Unification (build 30516/06)

Postby Marth8880 » Tue May 17, 2016 1:05 am

Just testing lighting on Europa. :)

Hidden/Spoiler:
Image

Hidden/Spoiler:
Image

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Re: Mass Effect: Unification (build 30516/06)

Postby THEWULFMAN » Wed May 18, 2016 4:07 am

Looking good, Marth! ;-)

Or something!~

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Re: Mass Effect: Unification (build 30518/06) (NEW VIDEO!)

Postby Marth8880 » Wed May 18, 2016 8:54 am

thx :d


Hidden/Spoiler:
Also, here's a video of the first pass of the shuttle takeoff for Europa: Vostok Station! (click to watch)

Image



EDIT:

Here's the second pass of the shuttle takeoff (as well as the ambush sequence): (click to watch)

Image

Changes:
  • Exaggerated the radial blur in the thruster pfx
  • Implemented 'door closing' sound
  • Synchronized the takeoff sound with the takeoff animation
  • Fixed the door's bone position

Still need to fix the z-fighting in the ambush sequence's shuttles' thruster pfx and implement a proper door open animation/sound.


Thoughts? Suggestions? Money? Pay off my $70k student loan debt pls thx? :n

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Re: Mass Effect: Unification (build 30518/06) (NEW VIDEO!)

Postby Teancum » Wed May 18, 2016 9:09 am

Looking great man! I would only suggest a little camera shake if possible during that opening ambush. I can't remember if you can do that or not. Maybe look at the Hoth tunnel odfs. I think they had something like that in them.

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