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 Resident Evil: Distant Memories

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DXP
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PostSubject: Re: Resident Evil: Distant Memories   Sun Jul 08, 2012 5:42 am

00biohazard wrote:
Will you be doing voice overs? do you need a script writer? a story writer? check out my work in the fanfic section, I can write a pretty horrifying RE story if you give me the chance!


Yeah we will be doing voice overs eventually (we still have a lot of work to do) same goes for the script as for the story as a team we have that covered (so all 7 of us) have contributed to the story overall when it gets to the point for voice overs/scripts i'll get back to you and see what we need Very Happy
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Mcghie
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PostSubject: Re: Resident Evil: Distant Memories   Fri Jul 13, 2012 12:07 am

I never asked this before but I seen your video that was FMV style of the environment, will you be creating custom FMV's with animations to fit your storyline with like characters and script points within mod ?
I liked the oldskool FMV style you done, turned out perfect and I think with your skill level you will no doubt be able to do storyline based FMV's to further the outcome of the mod.
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PostSubject: Re: Resident Evil: Distant Memories   Fri Jul 13, 2012 5:38 am

Mcghie wrote:
I never asked this before but I seen your video that was FMV style of the environment, will you be creating custom FMV's with animations to fit your storyline with like characters and script points within mod ?
I liked the oldskool FMV style you done, turned out perfect and I think with your skill level you will no doubt be able to do storyline based FMV's to further the outcome of the mod.


Ah its that old chestnut of a question =P We really really really want to do FMV cut-scenes since that will be the icing on the cake as far as the mod goes however i'm the only one on the team that has attempted animation since none of the other members (Minus Mortician) do any 3d modeling it would just be up to me and him and at the moment, and funnily enough i'm not a pro at animation >.< but for this project I would be more than happy to do something like that so who knows what will happen Wink and thanks glad you liked the footage most of those rooms have being re-designed now or completely scrapped so its becoming beta material now.

Gonna point out now we have recently stopped working on the mansion the main reason being is we are wanting to get a demo put out asap so as of now that is what we are working on =P i'll keep you posted as updates come through.
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Mcghie
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PostSubject: Re: Resident Evil: Distant Memories   Sat Jul 14, 2012 7:02 pm

DXP wrote:
Mcghie wrote:
I never asked this before but I seen your video that was FMV style of the environment, will you be creating custom FMV's with animations to fit your storyline with like characters and script points within mod ?
I liked the oldskool FMV style you done, turned out perfect and I think with your skill level you will no doubt be able to do storyline based FMV's to further the outcome of the mod.


Ah its that old chestnut of a question =P We really really really want to do FMV cut-scenes since that will be the icing on the cake as far as the mod goes however i'm the only one on the team that has attempted animation since none of the other members (Minus Mortician) do any 3d modeling it would just be up to me and him and at the moment, and funnily enough i'm not a pro at animation >.< but for this project I would be more than happy to do something like that so who knows what will happen Wink and thanks glad you liked the footage most of those rooms have being re-designed now or completely scrapped so its becoming beta material now.

Gonna point out now we have recently stopped working on the mansion the main reason being is we are wanting to get a demo put out asap so as of now that is what we are working on =P i'll keep you posted as updates come through.


If it is just the two of you then it would be a grueling task to create the FMV's, put as you pointed out it would most defiantly be the icing on the cake.
It would take the mod from a Resident Evil mod to a completely stand along story.
Oh a demo you say, that sounds really good, nice to hear you guys considering it. That in turn will keep the fan base
of your ass for a while and you will get a feedback pro's and con's of it to aid all your future work.
Do you mean you have scrapped the mansion complete from the mod or just putting to one side just now ?
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PostSubject: Re: Resident Evil: Distant Memories   Sat Jul 14, 2012 8:01 pm

This is the one I was on about:


This was the original concept(Should be ok to show since its scrapped and I will be adding it to my DA account soon) I had in mind for the main hall but because its similar to RE1 we decided to scrap the entire idea and re-work it so my promo footage is showing a scrapped version of the main hall the one we have now is totally different =P
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PostSubject: Re: Resident Evil: Distant Memories   Sun Jul 15, 2012 12:05 am

DXP wrote:
This is the one I was on about:


This was the original concept(Should be ok to show since its scrapped and I will be adding it to my DA account soon) I had in mind for the main hall but because its similar to RE1 we decided to scrap the entire idea and re-work it so my promo footage is showing a scrapped version of the main hall the one we have now is totally different =P


I have seen this render somewhere before but I cant remember if it was on the DM blog or what.
It look's nice I like the lighting in this scene, only problem is that is gives off more of a laboratory or factory feel, rather than a derelict old mansion
and only other gripe is everything looks a little disproportioned, kind of like chunky.
Apart from that it looked nice, I'm sure your new version will look even better though if your deciding to scrap this gem.
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PostSubject: Re: Resident Evil: Distant Memories   Sun Jul 15, 2012 5:37 am

Think I did shove this on the blog iirc, pretty much what you see here is how I left it so I only had the first floor actually modeled and was at that point working on the 2nd floor but because at the time we were realizing how much of a pain creating the camera's and angles and boundaries would be we had no choice but to scrap it, the version that Mortician has created is a lot better (But we still want to improve on the design of it) so chances are it might change in design again.
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PostSubject: Re: Resident Evil: Distant Memories   Thu Aug 02, 2012 6:27 pm

This looks awesome
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PostSubject: Re: Resident Evil: Distant Memories   Thu Aug 02, 2012 6:33 pm

sotilas wrote:
This looks awesome


Thanks! Very Happy
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PostSubject: Re: Resident Evil: Distant Memories   Thu Aug 02, 2012 11:23 pm

This looks promising but perhaps you guys should use better quality graphics if it is possible. It feels extremely antiquated. Also, perhaps you could have a useful knife that is part of your kit rather than taking up a slot? If you need voice acting, I can do a bit. I do a perfect smeagel voice lol.
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PostSubject: Re: Resident Evil: Distant Memories   Fri Aug 03, 2012 5:27 am

King Saul wrote:
This looks promising but perhaps you guys should use better quality graphics if it is possible. It feels extremely antiquated. Also, perhaps you could have a useful knife that is part of your kit rather than taking up a slot? If you need voice acting, I can do a bit. I do a perfect smeagel voice lol.


Better graphics you say?.....and why does it needs to be improved just out of curiosity? The whole useful knife segment is just like using part of 1.5/4/5's system and we are not doing that we are going as old school as possible. At the moment we don't need voice acting that's for when the time comes to use VA's for now we are working on the game, because its not as easy as it looks.
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PostSubject: Re: Resident Evil: Distant Memories   Fri Aug 03, 2012 12:48 pm

The graphics don't need improvement. I am not a graphics nazi. But if this is a PC game, and you have the capability, why not?
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PostSubject: Re: Resident Evil: Distant Memories   Fri Aug 03, 2012 4:38 pm

King Saul wrote:
The graphics don't need improvement. I am not a graphics nazi. But if this is a PC game, and you have the capability, why not?


Because unless you have had the pleasure of trying to mod any RE game you would realize its very restrictive the native resolution is 320x240 it can't be changed, the character models can only be a certain amount of polygons anything higher than the standard poly count buggers the game up. Yeah its a pc game but the engine is primitive and very damn restrictive otherwise do you honestly think we would just have it at native 320x240 background render resolution when we have so many little details in the renders themselves?

You need to learn the restrictions...
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PostSubject: Re: Resident Evil: Distant Memories   Fri Aug 03, 2012 8:51 pm

Oh, I didn't realize it was a mod of Resident Evil 2, only based on Resident Evil 2. I apologize. I wasn't trying to give you a hard time. Hmm. May I ask why you are using RE 2? I don't know if there is any game or engine that would do well other than this however.

By the way. If you haven't checked your Moddb page, please do. They have it flagged as defunct.
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PostSubject: Re: Resident Evil: Distant Memories   Fri Aug 03, 2012 9:11 pm

King Saul wrote:
Oh, I didn't realize it was a mod of Resident Evil 2, only based on Resident Evil 2. I apologize. I wasn't trying to give you a hard time. Hmm. May I ask why you are using RE 2? I don't know if there is any game or engine that would do well other than this however.

By the way. If you haven't checked your Moddb page, please do. They have it flagged as defunct.


We are using RE2 primarily because most if not all the mod tools work 100% with it 3 requires extracting from archives to do anything mod wise, and 1 is still in the process of being analyzed 100% so even if we have tools that allow custom room creation for 2 there is none for 1 as the file types are completely different.

Also posted about the moddb to the other guys too see what is happening regarding the page being flagged thanks for the heads up. Very Happy
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