New Beginnings
Happy New Year!
I am happy to announce that I will be appearing on the Machinima LIVE podcast (Episode 3) on Monday, January 2, 2006, with Digital Phil and Dr. Nemesis. That should make for some good banter. Give it a listen, and let us know what you think.
The Quest for the Right Machinima Engine / API
I’ve been playing with the Q2 sources over this holiday week for the first time, and so far I’ve managed to recompile the gamex86.dll, ref_gl.dll, and main executable with some significant changes. The first step in this project will be to combine the better elements of Quake2Max and EGL (while maintaining Keygrip2 compatibility - something which Q2Max lacks). I’ve made some decent progress in that direction already, thanks to the abundance of mod code already out there.
After that, I’ll move on to “new” features for machinima-making, some of which - if I pull it off - have never been seen in any Quake engine. [Lazarus got close, but the development emphasis for that mod was for interesting single-player experiences, not machinima actors… we’ll see if we can’t remedy that.]
One new feature which has found its way into my build is working support for MP3 sound files. I have yet to see whether this will play friendly with the Sound List in Keygrip2, but at least in the game itself it does work. So worst case scenario, I could modify the code to strip the extension from entries in the sound list, look for MP3s of the same name, and if not found, then use the wav. That would enable one to do their production with the heavier wav files, and then before distribution, compress and release.
In all likelihood, the final release of this package will instead focus on OGG format instead of MP3, because of the shenanigans that are turning us ALL away from mp3, even for non-commercial endeavors.
Why bother, you may ask? I mean, in light of the recent slew of The Movies and The Sims 2 movies, the new “standard” seems to be the one that Joe Goss prophesied many years ago… standard video formats. But let’s think about why that’s the case? If you only distribute your film as true machinima (i.e. the game is required, it plays through your OpenGL renderer), then your audience is limited because not everyone has the same game.
However… what if machinima could be legally distributed WITH the engine required to run it? That changes everything. You of course would always want to offer the standard video option if you can legally do so (i.e. no illegal assets), but if viewers had the choice to actually make use of that $400 OpenGL video card to see it in the kind of resolutions that make HDTV so jaw-dropping… don’t you think some people would still choose to see it rendered live in hi-res? I do. IF they are presented that option.
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While the HDTV standard seems to be the push, I doubt most Machinimakers know how to produce their films in HDTV resolution. I’ve often wondered myself if it is worth the extra time and effort to release in HDTV. If you can’t capture or dump frames higher than 1280 x 1024, its simply not worth it.
The norm seems to be shifting to pure online programming, such as Netspan TV.
Torque3D 1.4 allows royaly free licensing of content. The Indie license sells for $100 and allows you make profit of up to $250,000 per company. http://www.garagegames.com/
Comment by digital-phil — January 16, 2006 @ 12:13 am
I may not have been clear enough in my mention of HDTV. I’m not suggesting that anyone render out a machinima film in the HDTV format… what I’m saying is that most people’s OpenGL rendering system (i.e. used by the ENGINE) does already support a richness of resolution that is comparable to HDTV (ultimately, all HDTV is is more pixels per inch, right?)… and that if one was given the opportunity to watch a movie IN ENGINE rather than rendered to flat digital video, I think people would choose the higher resolution:
A) If it was easy to install and run.
B) If it was an efficient download relative to the same production as digital video.
Seeing a machinima film actually rendered in real-time in OpenGL versus seeing a machinima film rendered to digital video is like the difference between seeing Star Wars in the theater versus seeing it on TV. It’s not important to everyone… but it’s valued very highly by some.
Comment by overman — January 19, 2006 @ 9:06 am
The only real concern I could see content companies having with that scenario would be copyright mumbo-jumbo.
So how goes the Q2Max engine tweaking?
Since most people into multimedia content would already have a system that could handle that type of rendering, it would be a download timesaver for most content. Of course as the scene count goes up so does the download, but for small clips with one or two scenes - I could see a 10-20:1 size difference between rendering and HDTV formats.
.,.
LM
Comment by LiKeMiKeS — January 7, 2007 @ 6:01 pm
I’ve set aside the project of creating my own engine flavor for now. It’s not out of the question, the possibility of returning to it; but right now I’m leaning toward a different toolset.
Comment by overman — January 8, 2007 @ 8:13 pm