FMVs => just a thought

Discuss the future of Warzone 2100 with us.
User avatar
Hatsjoe
Trained
Trained
Posts: 285
Joined: 20 Feb 2007, 19:57

Re: FMVs => just a thought

Post by Hatsjoe »

cybersphinx wrote: Ah, damn, perhaps that promised a bit much... I won't go running to implement video playback for a two second clip. Investigating if and how it's possible will take some time anyway. But if you get a serious team together that's ready to produce some videos, you don't have to care about what format to encode the videos to, what resolution to use, what bitrate and other technical stuff. At least if you use a program that's freely available. I don't care what you use for modelling, but if the animation can all be done in Blender, that'd make getting useable results very easy. (And I guess all rendering should be done with the same program, to have a consistent look and feel to the movies.)

Its just meant as a simple example. Many peoploe here have never seen any of the movies so it might help them to get a picture of how it looked. Furthermore it has motivational (<= is that even english ? :s) purposes. People simply get more involved in stuff when they can see some promising stuff. as far as you can call a 2.4 sec clip promising :p
I'm not asking anyone to implement this yet. But the discussion about is is important because if implementing would be impossible we would not have  to waste time on FMV's. and don't bother about what tools will be used for modelling, rendering, adding sound. time enough to think about that later.
Image
User avatar
kage
Regular
Regular
Posts: 751
Joined: 05 Dec 2006, 21:45

Re: FMVs => just a thought

Post by kage »

i can mirror the file as well -- you can send me anything of any arbitrary size, but any user downloading a file of more than 10 or so MB will find it painfully slow (i've got 45 KB/s total upload).

if my version is compatible, i can also work with anyone to set up my comp to help out in render-farming with blender.

bink video and a few others specialize in ultra-low decompression capabilities, but don't necessarily have good marks in file size or quality (the codec might have one, but not the other). since we're largely dealing with workstation-ish comps, and not pitifully slow consoles, the benefits of bink and similar codecs (even open source equivs) are not very useful to us, compared to say, xvid or, as dev mentioned, theora + vorbis, which will have the same quality as bink, but much smaller file size.
DevUrandom wrote: And requiring an external tool might work with the GPL, but it looks a little bit ugly to me, esp. since I don't know how to handle the GL context on Windows when an external tool tries to do some fullscreen magic...

So my favourite is still the ingame cutscenes... Won't be photo-realistic, but someone might be able to get the graphics into a state where it looks ok even with detail-zooming.
granted, i've never done any of this with c or opengl, but i have dealt with similar circumstances (going from one fullscreen process to another, then back to the first), and imho, using an external player is the very best option. granted, it does look a bit ugly to have something like the windows media player gui pop up to play a video, and may lose some atmosphere provided by the game, but the player could very easily be user-configurable: as long as the player's binary could accept the path to the movie as the final argument, the user could customize, via command-line options certain things like --no-gui --fullscreen, or whatever player-specific equivs there are.

in regards to gl-context handling, or two fullscreen apps clashing: don't even bother... every operating system i have used has a syscall that lets you run another program while suspending the current one; once the child-process (the external movie player) terminates, the parent (warzone) is given cpu cycles once again and normal operation resumes. effectively, warzone would simply block until the external player was finished. i already know that warzone has no issues reinitializing the opengl context, since i frequently switch to another tty or sig STOP the program, and come back to it later without issue, so all you'd have to do to play an external movie is:

Code: Select all

close opengl context
"system" syscall user_movie_player + path_to_movie /* iirc, this is the one that blocks until the child process is complete */
initialize opengl context
afaik, opengl is fairly good at implicitly reinitializing itself, so you might be able to cut out two of those steps.

with an external video player, you've already got video playback, and you've already got controls that would allow the user to replay and seek around the video -- i've found often enough that i've wanted to watch a wz briefing again because i missed something: if you guys are thinking there's any difficulty in implementing playback directly in warzone itself, then i doubt you're going to want to try to implement playback controls of any kind, and at most, you might implement some kind of "replay video from beginning button", which isn't useful to a user if they missed something at the very end of a longer cutscene. also, you shouldn't necessarily assume that if an external player is used, that it'll be attempting to run in fullscreen mode -- there are many times when my relatively large screen (1920x1200) makes playing 640x480 video in games quite painful, as it looks pretty damned bad when stretched: in those times, it's usually nicer to view the movies in original or perhaps double size.

cutscenes rendered at runtime using the game engine have many benefits, but one potentially serious issue: any code update has the potential of breaking those kinds of cutscenes in subtle or serious ways, and the only way to make sure this doesn't happen is to check each of the cutscenes upon every major code release... videos, on the other hand, will either work or they wont -- if one plays, they'll all play.
Hatsjoe wrote: BTW: Can i use a student licensed version of 3Ds Max to recreate those files? Cause that's all i got
depends on the license, but it should be okay, since student licenses usually prohibit commercial use, which this certainly isn't.
Hatsjoe wrote: I ve done the "project comms" in max. Just the version that says "briefing commencing" it's just a 2.4 sec file but There are some other longer comms that use the exact same animation only longer so all those are actually done (if you like it that is) Chojun is going to host the file asap. So stay tuned. And i do believe that the best way to produce videos is by all using the same modelling tools etc. but if i have to do it in blender you can count me out cause that would take me 10's of hours to get used to the prog. However I believe that we can use max for a certain FMV and Blender for another. As long as both artists are working closely together since the end product of those people will just be a bunch of unprocessed images.
i'm a little bit rusty, but am moderately well versed in blender, and the interface is no burden to me. that said, if given direction under a good team-leader, i might be able to make some good stuff. i've never done anything near this level of scope, but as long as i'm not working on it alone, i'm fairly persistant. in other words, if you guys get something going, i'll help out in the 3d stuff, as i have a strong interest in making the videos. only problem is that i can't create textures or other 2d art that are worth anything, so you can't count on me for that. i might also be able to help out with voice acting, but i have really shoddy equipment and can't afford better, so the quality probably wouldn't be anything worth using.

also, i think it's unfair to ask the devs to implement, or even start on any kind of video playback capability for warzone before we get to work -- they've got a lot more that they're handling than just what we want them to do. have complete confidence that if we come out with some really good stuff, then someone will step up and find a way to put them into warzone.
whippersnapper wrote: btw, really curious - what is the downside to outputing an .avi to be played back on the cross platform OSS VLC Media Player  ???
below are the downsides -- take note that these aren't the downsides of vlc itself, but are the downsides of requiring a specific video player.
  • requiring vlc itself doesn't provide signifigant benefit over any other media player, as most of them have the same capabilities and command-line startup options
  • if we forced it, then we'd have to package and maintain it, which is no small amount of work, and it'd make for a much larger download
  • many systems already have a video-player installed that will cover the minimum required abilities for playback of any movies we create -- granted, it's something that a player will have to configure by hand, but then, that's not very difficult, as we can provide a "browse" box for windows and mac users to quickly configure their players, and if a linux user is capable of installing wz in the first place, they know enough to be able to tweak the warzone conf files by hand.
  • i can't speak for everyone, but while vlc is an excellent video player, i've got another one i prefer much more, and i don't necessarily like having gtk2 dragged onto my linux system as a dependency.
  • would take extra work to detect if vlc is already installed on the system -- a process which often creates false negatives (says it isn't there when it really is), in which case installing two copies of the same thing is really annoying, and may destroy user customization already in place, or might install to a seperate location and remain unable to access the user's customizations.
Hatsjoe wrote: Furthermore it has motivational (<= is that even english ? :s)
yes, it's english, and it's spelled correctly too.  ;)
cybersphinx wrote:
Giel wrote: WARNING LOTS OF WORDS HERE, READ ON YOUR OWN RISK
Gee, thanks for the warning, I almost thought it was just dirt on my screen. Hey, that wasn't nearly as much as Kage writes sometimes, now I'm dissapointed!
yeah, i'm disappointed too: for a minute i thought i'd found someone who can put people to sleep just as well as me.
User avatar
Hatsjoe
Trained
Trained
Posts: 285
Joined: 20 Feb 2007, 19:57

Re: FMVs => just a thought

Post by Hatsjoe »

zzzZZZzzz...

Aah, he's finished! wake up time for me!

Warning: A lot of Stolen lines from KAGE below:
kage wrote: i can mirror the file as well -- you can send me anything of any arbitrary size, but any user downloading a file of more than 10 or so MB will find it painfully slow (i've got 45 KB/s total upload).
I 'll keep it in mind. for now the only thing there is to host is my pathetic 2.4 sec file :p and Chojun is taking care of that but maybe in the future :D
kage wrote: if my version is compatible, i can also work with anyone to set up my comp to help out in render-farming with blender.
And if not, YOU DOWNLOAD THE LATEST VERSION !!! It would be very cool if we could create all the nessecary files and data and then render them all at once. using a massive online rendering farm so we can really count down to it's completion. The only problem is that there are many many renders between the first "final render" and the final final render. so maybe we could do a lot of test renders untill we're really sure about the quality and then afterwards set up a rendering farm and do all the rendering again. Just to make it more fun. Ohhh boy, that makes me think of that one time that i knew i was going to get a LEGO scanner truck for my birthday :p I couldn't wait :d
kage wrote: granted, i've never done any of this with c or opengl, but i have dealt with similar circumstances (going from one fullscreen process to another, then back to the first), and imho, using an external player is the very best option. granted, it does look a bit ugly to have something like the windows media player gui pop up to play a video, and may lose some atmosphere provided by the game, but the player could very easily be user-configurable: as long as the player's binary could accept the path to the movie as the final argument, the user could customize, via command-line options certain things like --no-gui --fullscreen, or whatever player-specific equivs there are.

with an external video player, you've already got video playback, and you've already got controls that would allow the user to replay and seek around the video -- i've found often enough that i've wanted to watch a wz briefing again because i missed something: if you guys are thinking there's any difficulty in implementing playback directly in warzone itself, then i doubt you're going to want to try to implement playback controls of any kind, and at most, you might implement some kind of "replay video from beginning button", which isn't useful to a user if they missed something at the very end of a longer cutscene. also, you shouldn't necessarily assume that if an external player is used, that it'll be attempting to run in fullscreen mode -- there are many times when my relatively large screen (1920x1200) makes playing 640x480 video in games quite painful, as it looks pretty damned bad when stretched: in those times, it's usually nicer to view the movies in original or perhaps double size.
Hmm, As said before, we have two different opinions about this one. I know there have been a lot of discussion's going on about it and maybe we should just drop this for the moment beiing. If some coders can give us the ok that an implementation swill work once the content has been provided we can maybe argue about this later or somewhere else in another topic and just continue with other tasks, discussions.
kage wrote:
cutscenes rendered at runtime using the game engine have many benefits, but one potentially serious issue: any code update has the potential of breaking those kinds of cutscenes in subtle or serious ways, and the only way to make sure this doesn't happen is to check each of the cutscenes upon every major code release... videos, on the other hand, will either work or they wont -- if one plays, they'll all play.
That's the other discussion going on and although we could postpone the media player lose frames or whatever other thing is possible (in case of FMV that is)
We cannot postpone this one so if you have any arguments that aren't mentioned yet, they're very welcome. Either way, If engine rendering is used, we would still need sound effects, modelling , voice acting and a way to implement so although the difference in result will be very big, the production methods are alike in some aspects. But still before anything can be done, we should first work this out because of texture size and other engine limitations.
kage wrote:
i'm a little bit rusty, but am moderately well versed in blender, and the interface is no burden to me. that said, if given direction under a good team-leader, i might be able to make some good stuff. i've never done anything near this level of scope, but as long as i'm not working on it alone, i'm fairly persistant. in other words, if you guys get something going, i'll help out in the 3d stuff, as i have a strong interest in making the videos. only problem is that i can't create textures or other 2d art that are worth anything, so you can't count on me for that. i might also be able to help out with voice acting, but i have really shoddy equipment and can't afford better, so the quality probably wouldn't be anything worth using.
We seem to have found ourselves a pretty nice group of 3D artists here BUT PLZ GUYS, START USING MAX OR MAYA !!! Just kidding :D

btw: There was a great MAYA artist in the community a few years ago he showed me some of his work and it looked awesome. I believe he also made some UT mods. There was once a post on the forum in which he told he had bought maya 6 for around 6000$ included were pictures of the packet. If anyone still has contact with this guy or if he's still around, plz get his attention on this. I bet he could model Dr. Reed :p
kage wrote: yes, it's english, and it's spelled correctly too.  ;)
Jippie !
kage wrote:
yeah, i'm disappointed too: for a minute i thought i'd found someone who can put people to sleep just as well as me.
I was going to give it a shot, but then I thought: Hell, just quoteing Kage a LOT will do just fine :D
Last edited by Hatsjoe on 23 Feb 2007, 00:13, edited 1 time in total.
Image
User avatar
DevUrandom
Regular
Regular
Posts: 1690
Joined: 31 Jul 2006, 23:14

Re: FMVs => just a thought

Post by DevUrandom »

Downsides of using an external player:
- OpenGL context switches on Windows are a pain as I have been told. You need to reinitialize, upload all textures and models again and so on. At least I have been told that. Maybe newer versions of Windows don't need that anymore. But then, this would explain why several games prohibit the use of alt+tab.
- Calling an external player on Windows might work out of the box (I have no idea how this works), but at least on Linux I know that there is no out-of-the-box way to do this. We would need the user to configure a player commandline.
- That's also why I would instead bundle a player with WZ, which again has downsides as mentioned above.

But whatever road you are going to go... I guess it will work somehow. ;)
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: FMVs => just a thought

Post by lav_coyote25 »

last i read... correct me if i am mistaken... blender can also do animation now ...right???  not sure what format would be usefull/used...

as for playback... dunno what blender uses for that... ???
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
Chojun
Regular
Regular
Posts: 518
Joined: 25 Nov 2006, 17:49
Contact:

Re: FMVs => just a thought

Post by Chojun »

The file is available here:

http://www.cs.utah.edu/~gilmore/modules ... _Comms.avi

This is pretty cool HatsJoe, I am intrigued.....
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: FMVs => just a thought

Post by lav_coyote25 »

looks excellent..
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
Kamaze
Regular
Regular
Posts: 1017
Joined: 30 Jul 2006, 15:23

Re: FMVs => just a thought

Post by Kamaze »

Yes, it looks really good.

Uhm, what about VLC? It is a cross-plattform mediaplayer. And afaik OpenSource (GPL)
Maybe we should make a small look into it :)
We all have the same heaven, but not the same horizon.
User avatar
Hatsjoe
Trained
Trained
Posts: 285
Joined: 20 Feb 2007, 19:57

Re: FMVs => just a thought

Post by Hatsjoe »

Glad you like the video.

I found this on the VCL website

3.1. May I use the VideoLAN logo?

You may freely use the VideoLAN logo using the following copyright:

Copyright (c) 1996-2003 VideoLAN. This logo or a modified version may be used or modified by anyone to refer to the VideoLAN project or any product developed by the VideoLAN team, but does not indicate endorsement by the project.

3.2. May I redistribute a piece of VideoLAN software?

You may distribute an original or modified version of a piece of VideoLAN software as long as you comply with its license terms. It is the GNU General Public License Version 2 (referred herein as GPL), and it is in the file named COPYING in our products. The easiest way to conform to the GPL is to accompany the product you want to distribute with its sources. For example, if you plan to distribute the lastest binary version of VLC, you should also include all the files listed on the VLC source code page. You do not need to bother explaining where the sources are, but the sources have to share the same media as the products. There are other ways to comply with the GPL, but this should be the simplest because it does not rely on a contract.

Note
You do not need to ask the VideoLAN team the permission to do so!

3.3. Is libdvdcss legal?

The use and distribution of the libdvdcss library is controversial in a few countries such as the United States because of a law called the DMCA (Digital Millennium Copyright Act). If you are unsure about the legality of using and distributing this library in your country, please consult your lawyer.

Note
Beware: VLC media player binaries are distributed with the libdvdcss library included.

3.4. What about personal/commercial usage?

Some of the codecs distributed with VLC are patented and require you to pay royalties to their licensors. These are mostly the MPEG style codecs.

With many products the producer pays the license body (in this case MPEG LA) so the user (commercial or personal) does not have to take care of this. VLC (and ffmpeg and libmpeg2 which it uses in most of these cases) cannot do this because they are Free and Open Source implementations of these codecs. The software is not sold and therefore the end-user becomes responsible for complying to the licensing and royalty requirements. You will need to contact the licensor on how to comply to these licenses.

This goes for playing a DVD with VLC for your personal joy ($2.50 one time payment to MPEG LA) as well as for using VLC for streaming a live event in MPEG-4 over the Internet.
This means we could freely distribute an altered version of the player as long as we use codec's that are not copyrighted. Correct me if i'm wrong.
Image
Kamaze
Regular
Regular
Posts: 1017
Joined: 30 Jul 2006, 15:23

Re: FMVs => just a thought

Post by Kamaze »

Well, i (and the others as well) would only want a 'free' codec.
Because no one of us wants to stand with one leg in the jail ;)
We all have the same heaven, but not the same horizon.
User avatar
DevUrandom
Regular
Regular
Posts: 1690
Joined: 31 Jul 2006, 23:14

Re: FMVs => just a thought

Post by DevUrandom »

Blender can do animations since a loooong time... Since I know it it was not a tool to create models, but to create movies. The 1st review I read about it in before 2000 in fact included the creation of a small movie.

For reference have a look at the Orange Open Movie Project's (afaik a subset of the Blender team) 1st creation: http://orange.blender.org/
This was done entirely in Blender, GIMP and other free software. (Look on the Credits page for details.)
User avatar
Hatsjoe
Trained
Trained
Posts: 285
Joined: 20 Feb 2007, 19:57

Re: FMVs => just a thought

Post by Hatsjoe »

Image

It might seem a bit over shiny but in an animation the effect will be far less noticeable.

Working on animation right now
Image
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: FMVs => just a thought

Post by themousemaster »

Wow it's been a long time since I've seen that insignia.


As long as we are "dreaming" about videos, what are the odds that that insignia can be animated the way it used to be (for nostalgia's sake), but then, when the voice actually starts, more video is included, rather than the stillshot of that screen?  ;p.



(My guess is 1/1000, as I doubt people want to give up their free time to do it ;p).
User avatar
Hatsjoe
Trained
Trained
Posts: 285
Joined: 20 Feb 2007, 19:57

Re: FMVs => just a thought

Post by Hatsjoe »

I've just send Chojun the second movie. Hopefully it 'll be online soon :)
Image
User avatar
kage
Regular
Regular
Posts: 751
Joined: 05 Dec 2006, 21:45

Re: FMVs => just a thought

Post by kage »

holy... we're not paying you, are we?  ;)
Post Reply