Thanks a lot guys I appreciate that you appreciate me :-D
I've been getting a lot of questions about how to make advanced replays like this, let me give you a quick rundown on how I do it
Step 1: Have an idea, I wanted to create a replay featuring weaponplay, set in some sort of drug syndicate headquarters
Step 2: Decide what elements you want in your replay. There were a few things I wanted the replay to feature:
A shooting gun
Muzzleflash
Empty cartridges
Reloading the gun
Advanced keyframes
Working elevator doors
Step 3: What tools do you have at your disposal? Are they enough to create the desired results? In this case I needed the following things to make a working gun and shoot multiple people:
Modding experience
Knowing how to cut the replay in half and put it back together so I don't have to run through 1000+ frames every time I make an edit
Knowing how LINVEL, ANGVEL, POS and QAT works and how to manipulate them
A way to teleport objects and players around(the latter is
mostly done via
script)
Time patience and motivation.
Step 4: Create the mod. If unsure about if the concepts of your replay will work on a technical level, this is the time to test it out
Step 5: Map out all the objects and make a script of the events you want in the replay on a piece of paper. This can be done before step 4 or at the same time. And looks a bit like this:
This was from slumdog vigilante, the mapped objects were on another sheet that I couldn't find. A lot of the script didn't make it into the final replay regretably.
This is from an abandoned project about a wizard fighting a guy weilding a giant sword on a ruined platform. Script was in my head at the time and I never got around to writing it down.
This is from the new replay. Note how I didn't map out the objects on the gun which was a bit of a mistake because when teleporting cartridges around it would have been easier if I had the location of the cartridge hatch on the gun and just copied that onto the empty bullet shell. I got around to doing this in the later part of the replay because it got fucking annoying to put the cartridge where I thought it would come out of the gun and then adjust it painstakingly.
Note how there was no script in the image. I originally had one but tossed it when it didn't work out ingame. The first two kills were the only ones made according to the script
Sorry about the scuffed quality
Step 6: Time to start editing Pretty straight forward, you follow your script or improvise until you run into an issue. When you inevitably do you have to rethink or try to solve the problem if that's possible. I realized soon that a segment I wanted in the replay was not going to fit into the timeframe and had to remove it not to make the replay 2000+ frames long which I never would have been managed to complete.
Hacking obviously is a big part of my replays and is integrated into the regular editing process. Shooting the gun once was done like this for example:
Aim the gun using third person camera
Extend wrist to simulate recoil
Save the replay and open in notepad
Place the muzzleflash object in front of the gun
Leave it there and edit 2-3 frames forward (it has an upwards thrust to
exactly match the downwards pull of the gravity, making it float in place)
Save the replay
Remove the muzzleflash object
Add the invisible bullet object on the bodypart of Uke you took aim at
Add a thrust to the bullet object to simulate Uke getting hit using LINVEL (Linear Velocity)
Place an empty cartridge above the cartridge hatch of the gun (this especially took a lot of time at the start)
Add a thust to the empty cartridge using LINVEL to make it pop out of the gun
Make the cartridge spin a bit using ANGVEL (Angular Velocity)
Carry on with the replay
Step 7: Wrapping it up. This includes naming your new baby, cutting off excess frames, tweaking your mod(if you are unsure how this might effect your replay, only edit the coloring of objects). In this case it also included painstakingly keyframing the replay which was done like this:
Enter first person camera, this places the cam on the exact location of Toris head
Enter advanced freecam (2), position of the camera is still on Toris head but you can now look around freely instead of being fixated on Ukes head
Point the camera at whatever you want in picture on that frame and press K to make a keyframe
The switch from first to third person was done by simply moving the freecam out of Toris head and then back in when I wanted to return to first person.
The hard part about keyframing were the multiple bugs and issues I came across, some of the keyframes were pointing at completely different things than I had intended and I had to manually move, cut or rewrite certain keyframes in notepad. At this moment I am not
completely sure how the backend of keyframes work, I expected it to work like QAT(rotation of objects) but it is missing a parameter. If anyone has sauce on keyframes I am eager to hear it
That's it, you are done and ready to publish your replay
The whole process took 30-40 hours for this replay, but there were quite a few problems to be solved along the way and I didn't work as efficiently as I could have
Got questions or need help? Ask here or PM me
Last edited by jisse; Nov 25, 2017 at 08:37 PM.