Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
Rare's cinematic image dump v11.3 (**SPOILERS**)
Search inside this topic:
The Matrix Online » Top » Gameplay Discussion » Missions and Storyline Previous Topic  |  Next Topic      Go to Page: Previous  1  ... 3 , 4 , 5 , 6 , 7 , 8 , 9 , ...  14  Next
Author Message


Vindicator

Joined: Aug 16, 2005
Messages: 3115
Location: The Saltpillar
Offline

Looks like Fenshire without the glasses.




Vindicator

Joined: Aug 15, 2005
Messages: 2959
Location: HvCft Nuria
Offline

Rarebit wrote:

 


"Hey Cabloclo, look what I found!"  SMILEY

 

Neoteny wrote:

Looks like Fenshire without the glasses.

Looks like Arch if you ask me... >.>

<.<




Systemic Anomaly

Joined: Aug 16, 2005
Messages: 4217
Location: HvCFT Aggregator, The Glitch Society, Syntax
Offline

Transparent PNGs started working in Internet Explorer as of version 7. Well, it could work in IE6, but you had to use some Javascript to set filters and stuff, so in a situation like this (i.e. a forum where you can't add Javascript elements as a mere poster) you can't get transparent PNGs to work in IE6.

Just in case you were wondering. SMILEY

That's why my signature and avatar serves up a nasty transparent GIF instead of a fancy PNG for users of IE6 and below.




Development

Joined: Dec 2, 2005
Messages: 21413
Offline

Thought it might be useful to talk through the conversion process for getting the drawings
into the final cinematic--at least, this is the process that's worked so far in test runs. ;)


PSD, large
I draw most of the artwork--just about everything except for large elements that don't fit
in a frame, and will be displayed as scrolling pieces--at double size, saved as separate
layers in one of multiple PSD files (turns out Photoshop 4 limits you to 100 layers per PSD,
so I'm going through more files than I thought I would ;). The resolution is pretty big, and
looks like this:

Usually the layers in the PSDs aren't complete files, just parts that will be combined
together later in the animation program. This image, for instance, is a combination of 8
layers, which are, from top to bottom:

1) the black bar for subtitles at the bottom
2) the eyelashes
3) the left highlight over the pupil
4) the right highlight over the pupil, (others on the right side of the eye that aren't visible
here, but are used in another shot with this eye)
5) the lower eyelid
6) the pupil
7) the white area just left of the pupil (blocking off a black area used in the aforementioned
other shot)
8) the rest of the face and white background


PSD, small
Except for large scrolling pieces, which are kept saved off in a separate file, once all the art
for a scene or half-scene contained in a PSD file is complete, it gets shrunk down by 50%
along both dimensions. Here's that same 8-layer compilation shrunk down to final cinematic
size:

Captions and subtitles will be added to the smaller PSD. These are only added once we're
at the small size so that the edges of the letters (which are added as unaliased bitmaps)
don't get blurred by the shrinking that happened earlier.

The lettered PSD will be loaded up in the animation program, the large scrolling frames that
I didn't want to shrink will be loaded in with them, and the various layer pieces moved
around, toggled on/off, and so forth, to assemble the frames of the animation. (Oh, and the
animation program has its own, project, format, which the art will reside in for a while as
I'm working out the animation.)


PNG files
Once the animation work is done and all the frames for that sequence are rendering
properly, the frames are all spit out as lossless PNG files. This is really just because I'm
importing them into a different program, which isn't as nice for animating, but has better
export functions for the final cinematic. ;)


GIF files
Each of the frames is converted from its 256-color grayscale lossless PNG format into a GIF
file with a perceptually calculated individual 8-color palette, like so:

For the most part these 8-color frames are pretty much indistinguishable from the 256-color
versions, but they make for much smaller files, which will be important for the cinematic's
download size.


SWF file
The GIF frames are all loaded at once, arranged in their final order. This sequence of 900+
frame images is converted into a single tidy lossless 8-bit SWF file (which actually stores
the frames as PNGs again, only now they each have only 8 colors, so they require much less
file space) which is what you'll see in the cinematic viewer when the update goes Live--we
hope. There is no lossy video codec used, so each frame that hovers in front of your eyes
for 1/10th of a second in the final version will look just as sharp as the one you see above.

 


Message edited by Rarebit on 10/31/2008 06:16:10.



Veteran Operative

Joined: Jan 15, 2008
Messages: 326
Location: New Zion
Offline

great work Rare, but Photoshop 4? oldschool? SMILEY

/update


Fen


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 5154
Location: HvCFT Devildog
Offline

MatrixRefugee wrote:

Ooh... who's that? New character or someone we know? Nice pic!!


Naturally, it's me.  Rarebit lost a bet with me, and now he has to make me into a storyline character.




Veteran Operative

Joined: Jan 15, 2008
Messages: 326
Location: New Zion
Offline

Fen wrote:

MatrixRefugee wrote:

Ooh... who's that? New character or someone we know? Nice pic!!


Naturally, it's me.  Rarebit lost a bet with me, and now he has to make me into a storyline character.


You gotta love his modesty. SMILEY




Vindicator

Joined: Aug 21, 2006
Messages: 3158
Location: ALL YOUR AVATARS ARE BELONG TO ME
Offline

+1 expectation.




Development

Joined: Dec 2, 2005
Messages: 21413
Offline

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Happy Halloween, everyone. ;D

 

 


Message edited by Rarebit on 10/31/2008 18:56:29.



Femme Fatale

Joined: Oct 27, 2007
Messages: 1223
Offline

./impressed




Development

Joined: Dec 2, 2005
Messages: 21413
Offline

 


Message edited by Rarebit on 10/31/2008 23:09:55.



Mainframe Invader

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
Offline

Some good stuff. So is your first animation progressing on schedule, it's due a week on Thursday right?



Systemic Anomaly

Joined: Oct 23, 2005
Messages: 2697
Offline

Vinia wrote:

Some good stuff. So is your first animation progressing on schedule, it's due a week on Thursday right?


According to the Producer's letter, it's due this thursday, November 6. Of course, there's a lot of new stuff going into this one, so I'd rather them take their time and delay it if need be and get it right the first time.




Mainframe Invader

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
Offline

Ah, I lost track of what week we're on. I remember Rarebit said Walrus granted him an extra week to bring 11.3 I just didn't realise we're already in that extra week.



Development

Joined: Dec 2, 2005
Messages: 21413
Offline

Building a 2D simulation of Wright's code sphere effect that can "spawn" from her and fade out as the "particles" are left behind:


 
The Matrix Online » Top » Gameplay Discussion » Missions and Storyline Go to Page: Previous  1  ... 3 , 4 , 5 , 6 , 7 , 8 , 9 , ...  14  Next
Go to:   

Version 2.2.7.43