kukrapok Posted April 7, 2016 Share Posted April 7, 2016 Last week I uploaded the following video: It's a teaser for the upcoming Story Mode, and I just wanted to come back on a few things I discovered while shooting/editing it. For most of the shots of the first 30 seconds, I captured timelapse views of the environment by carrying as much as I could, exhausting the player and eventually crouching and walking in straight line. It was recording around 10 frames per second at a 2,5k resolution. While processing the shots, I realized that there was a weird "glitch" (for not finding a better word): When you go straight for a long time the character will periodically slightly turn on the right, then back on the left after the same amount of time. This is a very small bug, and it would never disturb any player, but I happened to see that so I guess I should report it. On a different note, I have shooting real life timelapse for many years now, and in games you rarely see skies with a real depth that pictures accurately the different layers of clouds, with different paces, colors, shapes, etc. TLD is actually performing really well in that area, at no point during the sooting I noticed a redundant texture or dirty looking one. Two words: outstanding work. Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted April 8, 2016 Hinterland Share Posted April 8, 2016 Beautiful teaser! Thank you for sharing. Link to comment Share on other sites More sharing options...
Vhalkyrie Posted April 8, 2016 Share Posted April 8, 2016 I enjoyed this! Great job! Link to comment Share on other sites More sharing options...
kukrapok Posted April 9, 2016 Author Share Posted April 9, 2016 @Raphael van Lierop So any idea what is causing the slight rotation over time? I thought originally that it was a wanted feature, so the wind would actually slightly affect your movements , but I thought it was too weak of a rotation and not noticeable enough to be an actual gameplay mechanic. Link to comment Share on other sites More sharing options...
nicko Posted April 9, 2016 Share Posted April 9, 2016 wtf? Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted April 9, 2016 Hinterland Share Posted April 9, 2016 3 hours ago, kukrapok said: @Raphael van Lierop So any idea what is causing the slight rotation over time? I thought originally that it was a wanted feature, so the wind would actually slightly affect your movements , but I thought it was too weak of a rotation and not noticeable enough to be an actual gameplay mechanic. Yes, that is a workaround for a rendering bug with Unity. We automatically move the camera slightly every 7 seconds because if we let it stand still, there will be issues with the way the trees are rendered. I wish we had a better reason for it! It's just something that is core to Unity and something they have to fix. Link to comment Share on other sites More sharing options...
illanthropist Posted April 9, 2016 Share Posted April 9, 2016 3 hours ago, Raphael van Lierop said: Yes, that is a workaround for a rendering bug with Unity. We automatically move the camera slightly every 7 seconds because if we let it stand still, there will be issues with the way the trees are rendered. I wish we had a better reason for it! It's just something that is core to Unity and something they have to fix. I too assumed it was a sway as a result of exposure to the climate, found out when trying to do some time lapse photography in game that my focus changed ever so slightly now and then, been meaning to try again with a piece of chewing gum stuck to my monitor for a frame reference. Even though it's a workaround it's a tiny detail that adds immersion, I'd have no objection to it staying should Unity bugfix Link to comment Share on other sites More sharing options...
hauteecolerider Posted April 10, 2016 Share Posted April 10, 2016 6 hours ago, illanthropist said: I too assumed it was a sway as a result of exposure to the climate, found out when trying to do some time lapse photography in game that my focus changed ever so slightly now and then, been meaning to try again with a piece of chewing gum stuck to my monitor for a frame reference. Chewing gum?? On your beautiful, clean, glossy monitor?? How is that better than collecting water from a toilet?? Link to comment Share on other sites More sharing options...
illanthropist Posted April 10, 2016 Share Posted April 10, 2016 1 hour ago, hauteecolerider said: On your beautiful, clean, glossy monitor?? Lol have you seen my dog? Nothing stays clean in my place for very long apart from dinner plates! Link to comment Share on other sites More sharing options...
cekivi Posted April 10, 2016 Share Posted April 10, 2016 Awe! Nice dog Link to comment Share on other sites More sharing options...
kukrapok Posted April 10, 2016 Author Share Posted April 10, 2016 On 9/4/2016 at 6:32 PM, Raphael van Lierop said: Yes, that is a workaround for a rendering bug with Unity. We automatically move the camera slightly every 7 seconds because if we let it stand still, there will be issues with the way the trees are rendered. I wish we had a better reason for it! It's just something that is core to Unity and something they have to fix. I too assumed it was a sway as a result of exposure to the climate, found out when trying to do some time lapse photography in game that my focus changed ever so slightly now and then, been meaning to try again with a piece of chewing gum stuck to my monitor for a frame reference. By any chance, where you trying to do some long exposure timelapse on the stars? like star trails? I thought about it before doing the trailer, but haven't tried yet, in my opinion one way to go around the problem raphael mentioned, would be to record less images, like 1 or two per second, stabilize the whole sequence (if you record full fps, it's going to be a crazy amount of data to stabilize), and then echo the lighter values in AE of something similar. Do you have something to share already? Link to comment Share on other sites More sharing options...
kukrapok Posted April 10, 2016 Author Share Posted April 10, 2016 Yes, that is a workaround for a rendering bug with Unity. We automatically move the camera slightly every 7 seconds because if we let it stand still, there will be issues with the way the trees are rendered. I wish we had a better reason for it! It's just something that is core to Unity and something they have to fix. @Raphael van Lierop Ah! Interesting it would affect the trees out of everything else. Do you think it would be an interesting feature to reduce speed/increase of character when facing/backing wind, or to deviate path when sidewind? I remember when a few month ago (before GI update I'd say) I would often die in pleasant valley in a snowstorm searching for the farmstead while being a few meters from it. I thought it was very realistic and interesting gameplay wise. With such a feature, maybe blizzards would be deadly again? Link to comment Share on other sites More sharing options...
hauteecolerider Posted April 10, 2016 Share Posted April 10, 2016 12 hours ago, illanthropist said: Lol have you seen my dog? Nothing stays clean in my place for very long apart from dinner plates! Handsome devil! Now that's a dog I wouldn't mind encountering in TLD! But this breed doesn't slobber as much as some others . . . So other than the hair, he's a pretty tidy type, isn't he? At least he isn't leaving half a mouse carcass on the rug for me to step on in the morning, like a cat I used to have did! Link to comment Share on other sites More sharing options...
illanthropist Posted April 10, 2016 Share Posted April 10, 2016 5 hours ago, hauteecolerider said: So other than the hair, he's a pretty tidy type, isn't he? Lol well he's not destructive but does like to leave paw prints everywhere and redecorate my place when we come in from a muddy hike. Trying to get the hair-dryer on him is like an episode of Wiley Coyote and Roadrunner except it's me that does all the beeping Link to comment Share on other sites More sharing options...
illanthropist Posted April 10, 2016 Share Posted April 10, 2016 @kukrapok Sorry for hijacking your post, great vid though perhaps you could tweak the end so it say's Soon instead of Spring Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted April 11, 2016 Hinterland Share Posted April 11, 2016 @kukrapok Wind actually currently does this, at a certain speed. If you walk against it, it slows you down (try sprinting into high winds and you will see what I mean). If it's behind you, you get a bit of a boost. Take a closer look in-game and you'll see what I mean. Link to comment Share on other sites More sharing options...
illanthropist Posted April 11, 2016 Share Posted April 11, 2016 21 hours ago, kukrapok said: By any chance, where you trying to do some long exposure timelapse on the stars? like star trails? Was trying to catch the passing of a day much like this sunset clip I threw together. Link to comment Share on other sites More sharing options...
kukrapok Posted April 11, 2016 Author Share Posted April 11, 2016 Yes actually, in strong wind conditions this is very clear. I think it was so organic that I didn't notice it in my +150 hours of wandering. Link to comment Share on other sites More sharing options...
Lukemister11 Posted April 29, 2016 Share Posted April 29, 2016 Really nice trailer Link to comment Share on other sites More sharing options...
CheetoGo Posted May 3, 2016 Share Posted May 3, 2016 Really Well-Made. My only concern is many of these locations aren't used in Story mode. This would be a sweet trailer for the whole game! Link to comment Share on other sites More sharing options...
FQuenot Posted October 4, 2016 Share Posted October 4, 2016 Whooo ! simple, clear and really efficient ! A great job ! Link to comment Share on other sites More sharing options...
myself Posted October 23, 2016 Share Posted October 23, 2016 Wow. Very nice! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.