![]() changed sacrifice burn effect back to RC3 (more particles).all weapon, unit and item research and state icons disabled.officer flag and beast armor reverted back to the original Savage look.sounds for chat, captured/stolen flags, votes, goodie bags and gold removed.icons for lag, voice chat, revive, allies and waypoints removed. ![]() Then I open the Savage XR Legacy/game/savage0.s2z file in WinRAR and disable voice chat, level up/respawn sounds and clan items by removing the following directories:Īll other modifications of the game are part of a new savage1.s2z file that overwrites the content of the big savage0.s2z file when put into the same directory. Game Configuration Building a Savage XR Mod įirst I'm going to duplicate or create a new Savage XR installation (I call it "Savage XR Legacy") to which I apply all modifications. I know which clips and what specific part of each clip are needed for the final production and which are not going to be used. The video cut is also pretty optimized at this stage. That way I don't delete anything accidentally that I could want to use again later on, I won't use the same clips twice either (which is a fairly unrealistic scenario, but could happen in a big movie) and I'm always aware of the remaining inventory of clips. Thanks to the text grouped to it I instantly know where I took it earlier. If I figure out that I don't need a clip I just move it back to its rating section on the timeline. I don't delete or copy anything, I just move it around. Now it is time to do the final music & video arrangement with all the low res previews that have been sorted by rating earlier. And I didn't want to create a video that he doesn't like because of it. For instance the aggressive rap-rock of "Rage against the Machine" for the intro was an absolute no-go for him. The music I used for the Legacy Project is very similar in BPM, giving great conditions for a compact cut and mix:Īn important factor about the final choice of music besides copyright issues and compatibility was of course Legacy's taste of music. To figure out the mixability it is best to check the beats per minute (bpm) of different tracks with this tool. Use G to group the cut music parts of a clip, so you don't mess things up when moving around tracks on the timeline)ħ. maybe I can cut a long progressive track into something more suitable (I did that a lot with music in the Legacy Project. what parts of each music clip do I want to use (I just cut off everything I don't need)ĥ. To figure that out it can be helpful to do a rough cut: A, B, C, D, E, F.Ĥ. what music fits to different clips or type of gameplayģ. what music fits to Savage gameplay in generalĢ. I then copy the remaining music clips into the Vegas document with the clip overview. Music that is banned in certain countries gets removed from my list (unless there are really no good alternatives). ![]() I upload all to youtube and check their copyright status in the video manager. It now exports all music clips as separate videos. Then I go to Tools > Scripting > Batch Render and select Sony AVC > Internet 320x240-25p. Then I double click above each clip to select them individually and press R to create a new region for each. I create a new document with 320 x 240 25 fps Sony Vegas, load in all music that I would consider using. Music and Video Arrangement Music Copyright Check This serves as an orientation, so I won't accidentally chain all top clips together or add clips I didn't want in. Now the text stays above the clips and gets cut and expanded with them. Once done I write the rating as a text above each clip and group the text tracks to the game footage with G (ungroup is U). Then I watch all clips and rate them by moving them on the timeline to a number. ![]() I create a new document with 1280 x 720 30 fps in Sony Vegas and load in all preview footage from the folder v_pre, create markers in the timeline by pressing M and name them from 1 to 10. Then I name all captured gameplay after the demos: crossroads_1730.avi and move them into the folder v_pre. I move all demos into the folder demo.Ĭlip Overview Capturing Preview Footage Īfterwards I capture all demos with FRAPS at a low resolution and frame rate (1280 x 720 30 fps). Important is that this name will stay during the whole workflow. You could also name it after content, like tempest_mo. Then I gather all demos and name them after map and demotime: crossroads_mo Preparation Creating a Folder Structure īefore starting on the movie project I create a folder structure for the different types of data I'm going to use:įolder for after effects files and clan iconsįolder for final edited high res 60 fps clips (MP4)įolder for final edited low res 30 fps clips (MP4)įolder for low res 30 fps preview footage with HUD (AVI)įolder for high res 60 fps raw footage (AVI)
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