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I'e done that flip-flop thing again guys :( (doom movie)

Posted: Sun Aug 14, 2005 9:16 am
by o'dium
ok, so i hated it. It looks shit, its awful... I couldn't stand it...

So why, watching these movies, does it look so cool...?

Why does even the way the pinky moves and looks, seem perfect?

Why is it that all of a sudden, this movie has gone from complete waste of space to holy fucking shit it just may BE the best game ot movie adaption of all time?

Im ok with people flaming me for flip-floping on this, i even said "I cant post this?" before, i erm, posted it...

Just watch the movies, it fucking ROCKS.

http://www.quake2evolved.com/blurforum/ ... eadid=1430

Posted: Sun Aug 14, 2005 9:22 am
by o'dium
Oh and anybody who says that FPS bit sucks, god, your as stupid as i am at time...

EDIT:

If you go to the next page, you cna see a LOT of spoiled ridden Quake 4 movies (intro, marine becomes a strogg full etc etc)

Posted: Sun Aug 14, 2005 9:55 am
by feedback
So most importantly, in the Q4 becomming a strogg video, I see that the hero loses his junk to a machine. Ruh roh.

Posted: Sun Aug 14, 2005 9:56 am
by o'dium
feedback wrote:So most importantly, in the Q4 becomming a strogg video, I see that the hero loses his junk to a machine. Ruh roh.
yeah, was kinda so-so about that. Its a good idea, and i liked the way they did it, guess i was just hoping to see more of the stuff going on, like limbs etc coming off, instead of bits of metal blocking your view then "oh there it is!" in an instant :(

Posted: Sun Aug 14, 2005 10:38 am
by rep
How exactly would you suggest they do that with models of this polycount?

Posted: Sun Aug 14, 2005 10:45 am
by o'dium
rep wrote:How exactly would you suggest they do that with models of this polycount?
Well, rep your forgetting a few basic game design things.

First of all, performance is not as much an issue here. This is a cinematic. In a cinematic case, you can have as much as half the performance of a "playing" case, because the player doesn't require as much fluidity in his movement.

Secondly, look at the surroundings. Its a very small, very enclosed space. The detail is minimal because the player cant see or move anywhere hes not supposed to. This means the level is optimized in a far better way than an average single player level could be.

Take the two above and you have room for improvement in polygon counts over an average single player scene. All it would need is an extra couple of seams on the legs to show them cutting away and coming off. The body part, yes, that could be VERY tricky to do, near impossible in this day and age.

But dont under estimate what can be done sir, the limbs actually coming off is quite easy to do, and fast still ;)

Posted: Sun Aug 14, 2005 10:51 am
by netrex
The Hellknight look ok I guess. But way to small. In Doom 3 when you see him for the first time is when you walk out into his area between his legs while he stands up...

In Q4 I don't there is need for more gore really. I hate splatter movies though. I think singleplayer looks interesting at least. Looks like it will be a bit varied stuff that you have to do, so it probably won't be too repetitive.

Posted: Sun Aug 14, 2005 10:52 am
by o'dium
Why did they cut off his legs, only to replace them... with legs...? :shrug:

Posted: Sun Aug 14, 2005 10:53 am
by netrex
o'dium wrote:Why did they cut off his legs, only to replace them... with legs...? :shrug:
More powerful legs most likely.

Posted: Sun Aug 14, 2005 10:56 am
by o'dium
netrex wrote:
o'dium wrote:Why did they cut off his legs, only to replace them... with legs...? :shrug:
More powerful legs most likely.
Well yeah they do give you extra powers like higher jumping, atser running and, shit...

But i mean, why not some super cool 900 foot spider legs with 87 toes per foot and toe mounted railguns!?

Posted: Sun Aug 14, 2005 11:03 am
by Geebs
I just hope they don't make you lose all of your weapons 6 times during the game.

p.s. o'dium, you're a loon

Posted: Sun Aug 14, 2005 11:03 am
by o'dium
Geebs wrote:p.s. o'dium, you're a loon
WHY THANKOO!

Posted: Sun Aug 14, 2005 1:06 pm
by blakjack
Im not going to make the mistake of downloading the q4 sp snippets like i did with doom3...i would have found the parts they released more impressive hadnt i previously seen them. I know im gonna play it so i might as well wait

Posted: Sun Aug 14, 2005 1:18 pm
by rep
They'd sacrifice visual fidelity if they ran an animation of the legs being sliced and then grabbed by a robotic arm and removed. At that proximity unless they were to use a one time high poly leg model, you would see the low poly silhouette, which is a big distraction.

Plus they like reusing as many assets as possible. Boxershortsman is a character you can use in multiplayer.

Posted: Sun Aug 14, 2005 1:26 pm
by o'dium
rep wrote:They'd sacrifice visual fidelity if they ran an animation of the legs being sliced and then grabbed by a robotic arm and removed. At that proximity unless they were to use a one time high poly leg model, you would see the low poly silhouette, which is a big distraction.

Plus they like reusing as many assets as possible. Boxershortsman is a character you can use in multiplayer.
Hes also a zombie in Doom 3. ;)

Posted: Sun Aug 14, 2005 1:29 pm
by Grudge
lol, those ship designs in the Q4 intro sequence are stolen straight from Battlefleet Gothic. great intro though

Posted: Sun Aug 14, 2005 1:31 pm
by o'dium
[lvlshot]http://img97.exs.cx/img97/4147/img19263br.jpg[/lvlshot]

Posted: Sun Aug 14, 2005 1:57 pm
by Grudge
Image

Posted: Sun Aug 14, 2005 2:37 pm
by Psyche911
netrex wrote:The Hellknight look ok I guess. But way to small. In Doom 3 when you see him for the first time is when you walk out into his area between his legs while he stands up...

In Q4 I don't there is need for more gore really. I hate splatter movies though. I think singleplayer looks interesting at least. Looks like it will be a bit varied stuff that you have to do, so it probably won't be too repetitive.
I believe you're thinking of the Cyberdemon.