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Old 20-02-2009, 07:56 AM   #121 (permalink)
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Greatings there's some debate goin' on with our movie choice, please take a look:
http://www.game-artist.net/forums/scene-movie-competition/8709-sfam-elemental.html
is TV series allowed (i think i already saw that question asked but... sorry first timer you know)
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Old 20-02-2009, 07:59 AM   #122 (permalink)
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Quote:
Originally Posted by x_frame View Post
Greatings there's some debate goin' on with our movie choice, please take a look:
http://www.game-artist.net/forums/sc...elemental.html
is TV series allowed (i think i already saw that question asked but... sorry first timer you know)
Hey man. Welcome to the forums

TV series aren't allowed. Shame, I know, but the cut off has to be somewhere

Made for TV movies are ok, though.
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Last edited by glynnsmith; 21-02-2009 at 04:01 AM.
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Old 20-02-2009, 08:10 AM   #123 (permalink)
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thanx
well, how about Farscape: Peacekeeper Wars...
Farscape: The Peacekeeper Wars (2004) (TV)
Runtime:
182 min (2 parts) ... does this count as a movie ?

edit:
quote from wikipedia
[Farscape: The Peacekeeper Wars - Wikipedia, the free encyclopedia]

"..The miniseries has been released on DVD in the U.S. by Lions Gate Entertainment and in the UK by Contender, as well as in Australia, and is available in many retail outlets and online. The U.S. version features both parts on one disc which are edited together to make it a three-hour movie while the UK version is a two-disc set with one episode per disc."

Last edited by x_frame; 20-02-2009 at 08:31 AM.
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Old 20-02-2009, 08:44 AM   #124 (permalink)
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If the chosen scene is from The Peacekeeper Wars, then i couldn't see a problem here.

..of course Glynn or whoever has to green light this.
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Old 20-02-2009, 09:21 AM   #125 (permalink)
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hi, for this competition can i update my film? as my movie choice (if i sick with it) is black and white and from the 1930s can i say set it in a more present day setting?
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Old 20-02-2009, 10:57 AM   #126 (permalink)
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Quote:
Originally Posted by doylle View Post
aThere are a couple reasons why BSP' aren't allowed. In many cases they use shadowmaps where you cannot read the resolution of the final map
In that case, if I want to use the Blender Game Engine can I use some of my texture space to bake in a shadow map or bake in the shadows into my diffuse?
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Old 20-02-2009, 02:00 PM   #127 (permalink)
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Originally Posted by TheMegaMaster View Post
Someone help me please! I just finished the heightmap for my scene in the CryENGINE². BUT: I´m already over 200.000 Tris!



What can I do now? It´s not possible to build a scene like this with the CE² or what?
Yea lol, thats what I was asking about. Your over 200k because of the water and sky, as well as your height map. But pretty much everyone who uses CryEngine is gonna be at a 10-30k Poly loss.

No matter what I do the sky is there. Even if im not creating a outdoor scene the sky is there, you can't get rid of it (at least I don't think I can), and it takes up 10-30k polys depending were your looking.

I still don't really think I have a final answer to my question even though Im using the UT3 engine probably, im sure this can avoid confusion with others.

If the CryEngine always has that sky, no matter what. You can't get rid of it, its always taking up tri's. Even if you make a indoor scene and cannot see the sky at all. Does it still count toward your 200k tri usage. If so, then wouldn't that mean that all CryEngine users loose 10-30k tri's instantly. Or if we make our own skybox/building and enclose our whole scene in it (so you cant see the cryengine sky at all), can we omit the CryEngine sky thats automatically made. And just only count our assets that we put into the scene.

And is the CryEngine poly counter allowed to count your resources. Like if someone has their scene say 150k for the tri count, the scene is gonna be much more because theres likely objects that are blocking other objects and then the culling kicks in.

Thanks, sorry glynnsmith, im probably giving you a headache with this question. I just wanna make sure others don't go modeling their whole outdoor scene and then finding out when they import it into CryEngine that 20kish tri's are used even when nothing is there and then having that count towards the contest would really hinder their scene. I under stand what your saying about particles and stuff because you add that in, as for the sky, in the cryengine, its not optional, it always forces itself there.

Last edited by MatthewNovak; 20-02-2009 at 02:15 PM.
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Old 20-02-2009, 08:03 PM   #128 (permalink)
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Quote:
Originally Posted by Xoliul View Post
Are we allowed to use a reflection mask texture instead of for example a glow texture ? Not adding sets, but giving them a different purpose? I guess it´s no problem, just wanna make sure:
this is probably similar to what i need to know, but didnt see an answer yet

i´d like to use a kind of reflection map slot... for example in ue3 materials editor you can make a material reflect a certain image using a camera- or reflection-vector

currently its not mentioned in the rules
but its very common i think and can add alot to environments
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Last edited by kYo; 20-02-2009 at 08:12 PM.
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Old 21-02-2009, 04:15 AM   #129 (permalink)
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LET THERE BE ANSWERS!

Quote:
Originally Posted by x_frame View Post
thanx
well, how about Farscape: Peacekeeper Wars...
Farscape: The Peacekeeper Wars (2004) (TV)
Runtime:
182 min (2 parts) ... does this count as a movie ?

edit:
quote from wikipedia
[ Farscape: The Peacekeeper Wars - Wikipedia, the free encyclopedia]

"..The miniseries has been released on DVD in the U.S. by Lions Gate Entertainment and in the UK by Contender, as well as in Australia, and is available in many retail outlets and online. The U.S. version features both parts on one disc which are edited together to make it a three-hour movie while the UK version is a two-disc set with one episode per disc."
A mini-series isn't a film. I can understand any disappointment you might have (Farscape is cool - blue chicks are ace) but I can't give you the ok, as it's in no part a movie. The good news is there's about a million movies out there for you to pick!

Quote:
Originally Posted by nicocabbalero View Post
hi, for this competition can i update my film? as my movie choice (if i sick with it) is black and white and from the 1930s can i say set it in a more present day setting?
If you're talking about changing the film to a different movie, that's fine but I wouldn't recommend it, simply because you'll have to start from scratch.

If you wanted to change the visual style of your work, you still could do, but you'd absolutely lose marks for it come judgement time. Thou shall recreate the style of thy film with full impunity and atmospherical precision, or ye shall be smited by the almighty judges panel for meandering away from the true path of the competition rules!

Quote:
Originally Posted by ZooRocket View Post
In that case, if I want to use the Blender Game Engine can I use some of my texture space to bake in a shadow map or bake in the shadows into my diffuse?
If we had the rules page updated (HINT HINT!) then you'd see we're allowing shadow maps

Quote:
Originally Posted by MatthewNovak View Post
Yea lol, thats what I was asking about. Your over 200k because of the water and sky, as well as your height map. But pretty much everyone who uses CryEngine is gonna be at a 10-30k Poly loss.

No matter what I do the sky is there. Even if im not creating a outdoor scene the sky is there, you can't get rid of it (at least I don't think I can), and it takes up 10-30k polys depending were your looking.

I still don't really think I have a final answer to my question even though Im using the UT3 engine probably, im sure this can avoid confusion with others.

If the CryEngine always has that sky, no matter what. You can't get rid of it, its always taking up tri's. Even if you make a indoor scene and cannot see the sky at all. Does it still count toward your 200k tri usage. If so, then wouldn't that mean that all CryEngine users loose 10-30k tri's instantly. Or if we make our own skybox/building and enclose our whole scene in it (so you cant see the cryengine sky at all), can we omit the CryEngine sky thats automatically made. And just only count our assets that we put into the scene.

And is the CryEngine poly counter allowed to count your resources. Like if someone has their scene say 150k for the tri count, the scene is gonna be much more because theres likely objects that are blocking other objects and then the culling kicks in.

Thanks, sorry glynnsmith, im probably giving you a headache with this question. I just wanna make sure others don't go modeling their whole outdoor scene and then finding out when they import it into CryEngine that 20kish tri's are used even when nothing is there and then having that count towards the contest would really hinder their scene. I under stand what your saying about particles and stuff because you add that in, as for the sky, in the cryengine, its not optional, it always forces itself there.
For now, carry on as normal, as if this weren't an issue. I'm more of a UE3 kinda guy, so I can't offer you any solid answers yet. I'll dig around and see if I can come up with something. If not, we'll have to figure something out that works for everyone

Quote:
Originally Posted by kYo View Post
i´d like to use a kind of reflection map slot... for example in ue3 materials editor you can make a material reflect a certain image using a camera- or reflection-vector

currently its not mentioned in the rules
but its very common i think and can add alot to environments
Oh fo sho. The new rules allow for reflection maps Shader stuff is totally what we're looking for, here. We'd love it if people got down and dirty with them, so we'd really like to support them as much as we can, regarding the rules.

Cheers guys. Thanks for your patience.
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Old 21-02-2009, 04:15 AM   #130 (permalink)
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Quote:
Originally Posted by MatthewNovak View Post
Yea lol, thats what I was asking about. Your over 200k because of the water and sky, as well as your height map. But pretty much everyone who uses CryEngine is gonna be at a 10-30k Poly loss.

No matter what I do the sky is there. Even if im not creating a outdoor scene the sky is there, you can't get rid of it (at least I don't think I can), and it takes up 10-30k polys depending were your looking.

I still don't really think I have a final answer to my question even though Im using the UT3 engine probably, im sure this can avoid confusion with others.

If the CryEngine always has that sky, no matter what. You can't get rid of it, its always taking up tri's. Even if you make a indoor scene and cannot see the sky at all. Does it still count toward your 200k tri usage. If so, then wouldn't that mean that all CryEngine users loose 10-30k tri's instantly. Or if we make our own skybox/building and enclose our whole scene in it (so you cant see the cryengine sky at all), can we omit the CryEngine sky thats automatically made. And just only count our assets that we put into the scene.

And is the CryEngine poly counter allowed to count your resources. Like if someone has their scene say 150k for the tri count, the scene is gonna be much more because theres likely objects that are blocking other objects and then the culling kicks in.

Thanks, sorry glynnsmith, im probably giving you a headache with this question. I just wanna make sure others don't go modeling their whole outdoor scene and then finding out when they import it into CryEngine that 20kish tri's are used even when nothing is there and then having that count towards the contest would really hinder their scene. I under stand what your saying about particles and stuff because you add that in, as for the sky, in the cryengine, its not optional, it always forces itself there.
Exactly dude. No way to build a scene with less then 200000 Tris with the CE² and since it´s the only engine I´m really familiar with, I propably can´t participate...
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