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 11 
 on: Fri 23.06.2017 16:02:59 
Started by VegasKill - Last post by Bloody.Bender
I'm playing CS:GO from time to time but pretty seldom. Apart from that I'm being pretty busy with my studies.  wink2.gif

 12 
 on: Thu 15.06.2017 19:13:24 
Started by VegasKill - Last post by DEVIL_77
not me ...  xxxlaugh.gif xxxlaugh.gif xxxlaugh.gif xxxlaugh.gif xxxlaugh.gif

 13 
 on: Fri 09.06.2017 17:40:52 
Started by Mordsspass - Last post by Xirios
My Doom remix again whistle

 14 
 on: Tue 30.05.2017 21:04:01 
Started by VegasKill - Last post by VegasKill
Unfortunately, rewinding is an unstable feature in RO2 and not appropriate for being used repeatedly.
It may be useful for just watching the replay or creating a camera path with RypelCam (save your project before rewinding Wink), but for recording video footage, you better restart the demo instead of rewinding. Iirc, besides invisible characters and vehicles, also decals like shot holes or blood splatters are not removed when rewinding.


Sorry for the delay with the weapons in first person view, I got distracted.

 15 
 on: Wed 24.05.2017 05:54:14 
Started by VegasKill - Last post by grepCat
Thanks for the response! RypelCam is a big help for making ro2 videos, but is there any more documentation that's ro2 specific?
There is a brief description in the readme file that comes with the RO2 RypelCam. It covers the basics like how to create and edit a camera path.

Speaking of which, I noticed you record without making use of camera paths. Have you already discovered that feature? Simply move around and create some points. (key: numpad 5)
At least 4 of such points are required to draw a path between those points so that the camera can fly along the path. (key: numpad 3)
If you reload the demo you can enable a feature called timed path. With this the camera can also fly along the path based on the time you created the single points. (key: t)

This way you can follow players without even having to manually control the camera movement or view angle.

Camera paths are not really suitable for stationary action but rather for smooth moving scenes. For examples you can take a look at the game trailers of Tripwire Interactive.
https://www.youtube.com/user/tripwireinteractive/videos

Just added today:

(Killing Floor 2 trailer using RO2 RypelCam)


Whenever there is use of the first person view they don't play demo replays but record live games. I don't know yet if 1st person will work properly :-D

Also, are keybinds hardcorded for RypelCam? Or you can change RypelCam so that keybinds can be changed via config file?
RypelCam doesn't make use of the default input system and as for now the key binds are not customizable.

I have since learned to use the camera paths and it is much better! But the one thing that really bugs me is the lack of a proper way to rewind. I have tried to simply seeking to a previous frame, however this has also caused the game to sometimes crash or break the demo forcing me to reload it.

Any thoughts on what else I should try?

 16 
 on: Mon 20.03.2017 22:33:46 
Started by VegasKill - Last post by VegasKill
Little update on first person view: the first person weapon is not present in RO2 demos, but it is possible to load a first person weapon based on the held third person weapon.
Not sure yet if this will lead to an adequate outcome, some stuff like zoom or holding breath etc won't ever work in demos, simply because the information is missing. Proper alignment and animations are still required, same for the first person arms.

pics
Original first person view


demo - first person weapon (based on held third person weapon)


demo - visible third person weapon in first person view

 17 
 on: Fri 10.03.2017 22:35:39 
Started by VegasKill - Last post by VegasKill
Thanks for the response! RypelCam is a big help for making ro2 videos, but is there any more documentation that's ro2 specific?
There is a brief description in the readme file that comes with the RO2 RypelCam. It covers the basics like how to create and edit a camera path.

Speaking of which, I noticed you record without making use of camera paths. Have you already discovered that feature? Simply move around and create some points. (key: numpad 5)
At least 4 of such points are required to draw a path between those points so that the camera can fly along the path. (key: numpad 3)
If you reload the demo you can enable a feature called timed path. With this the camera can also fly along the path based on the time you created the single points. (key: t)

This way you can follow players without even having to manually control the camera movement or view angle.

Camera paths are not really suitable for stationary action but rather for smooth moving scenes. For examples you can take a look at the game trailers of Tripwire Interactive.
https://www.youtube.com/user/tripwireinteractive/videos

Just added today:

(Killing Floor 2 trailer using RO2 RypelCam)


Whenever there is use of the first person view they don't play demo replays but record live games. I don't know yet if 1st person will work properly :-D

Also, are keybinds hardcorded for RypelCam? Or you can change RypelCam so that keybinds can be changed via config file?
RypelCam doesn't make use of the default input system and as for now the key binds are not customizable.

 18 
 on: Thu 09.03.2017 10:05:52 
Started by VegasKill - Last post by grepCat
Hi grepCat!

Also, I am not sure how to have the weapons show in first person. The UI says the binding is 'l' but it is not working.
It was like that in Heroes of Stalingrad. With the Rising Storm update some UE3 commands like "behindView" got removed and others were renamed for some reason. These changes were not adopted in RCam. I can look into this.


Rewind I am still testing different settings, but as of right now it causes random fps spikes during normal playback.
Be aware that this is an experimental feature in UE3, it might lead to crashes or various errors like hidden player models (hidden until respawn).
Rewinding may also remove parts of the camera path depending how far back in time you go. To avoid this causing problems, save your project before rewinding, and afterwards reload the project.

Thanks for the response! RypelCam is a big help for making ro2 videos, but is there any more documentation that's ro2 specific?



Also, are keybinds hardcorded for RypelCam? Or you can change RypelCam so that keybinds can be changed via config file?

 19 
 on: Fri 03.03.2017 09:47:53 
Started by aka_sova - Last post by aka_sova
Happy new 2017!!!!  embarrassed

 20 
 on: Wed 01.03.2017 22:58:23 
Started by VegasKill - Last post by VegasKill
Hi grepCat!

Also, I am not sure how to have the weapons show in first person. The UI says the binding is 'l' but it is not working.
It was like that in Heroes of Stalingrad. With the Rising Storm update some UE3 commands like "behindView" got removed and others were renamed for some reason. These changes were not adopted in RCam. I can look into this.


Rewind I am still testing different settings, but as of right now it causes random fps spikes during normal playback.
Be aware that this is an experimental feature in UE3, it might lead to crashes or various errors like hidden player models (hidden until respawn).
Rewinding may also remove parts of the camera path depending how far back in time you go. To avoid this causing problems, save your project before rewinding, and afterwards reload the project.

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