Virtual Movie Set for bluescreening
Posted: Sat Feb 12, 2011 3:59 pm
I made a (not so) small level that can be used as a bluescreen set for filming Trespasser physics interactions (objects falling, guns firing, dinosaurs moving around, etc.) and afterwards superimposing them onto a real-life background.
http://www.trescom.org/files/Levels/VirtualSet.zip
It's recommended that if you use ATX, make these adjustments in ATXconfig.ini:
Otherwise, you'll need to load the level, pause it, ALT+TAB out of the game, then ALT+TAB back into the game for the proper fog settings to kick in.
Import whatever you want to "film" into the level. Use ATX's "FLY" cheat to position yourself (and, by extension, the "camera") where you want. To adjust the angle of the shadows, in TresEd change the orientation (not the position) of the directional light located at (0,0,10) named "DLight_PineValley-00" (borrowed form the Demo level). There are invisible barriers forming a square to prevent anything from going past the set edges (think "The Truman Show"). For dinosaurs, if you want to use ATX's "FOLLOWDINO" cheat, I suggest you then to set their WakeUp values to 1000.0 or more, and the Sleep values correspondingly higher (the terrain is 1024m*1024m, although the "legal" area is somewhat smaller, like 700m*700m), that way they'll always be active, no matter where the player is.
If you need other objects for bluescreening (like a box or a cylinder to stand-in for objects in the "real world" background through which the dinosaurs and other things shouldn't pass), be sure to use the same texture I've used (named "FullBlue.bmp") applied to them, and set bool Shadow = false so that they aren't noticed. You can extract it from the level with TresEd... (hmmm... I may also try applying that texture to the player for a "total invisibility" effect preventing any body parts from showing on camera)
Of course, all this could be done in a much simpler way in 3D Studio MAX, but if you want to do it in Trespasser, this might come in handy...
http://www.trescom.org/files/Levels/VirtualSet.zip
It's recommended that if you use ATX, make these adjustments in ATXconfig.ini:
Code: Select all
[FogSettings]
DefaultGameFogColor=0x000000FF
OverrideGameFogValues=1
FogPowerForcedValue=0.800000
FogHalfForcedValue=0.220000
Import whatever you want to "film" into the level. Use ATX's "FLY" cheat to position yourself (and, by extension, the "camera") where you want. To adjust the angle of the shadows, in TresEd change the orientation (not the position) of the directional light located at (0,0,10) named "DLight_PineValley-00" (borrowed form the Demo level). There are invisible barriers forming a square to prevent anything from going past the set edges (think "The Truman Show"). For dinosaurs, if you want to use ATX's "FOLLOWDINO" cheat, I suggest you then to set their WakeUp values to 1000.0 or more, and the Sleep values correspondingly higher (the terrain is 1024m*1024m, although the "legal" area is somewhat smaller, like 700m*700m), that way they'll always be active, no matter where the player is.
If you need other objects for bluescreening (like a box or a cylinder to stand-in for objects in the "real world" background through which the dinosaurs and other things shouldn't pass), be sure to use the same texture I've used (named "FullBlue.bmp") applied to them, and set bool Shadow = false so that they aren't noticed. You can extract it from the level with TresEd... (hmmm... I may also try applying that texture to the player for a "total invisibility" effect preventing any body parts from showing on camera)
Of course, all this could be done in a much simpler way in 3D Studio MAX, but if you want to do it in Trespasser, this might come in handy...