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Resident Evil 2 Unreal Engine 3 Remake

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  • #31
    Nope, even with an aspect ration of either 16:9 or 4:3, they are definitely wide, it looks like if they were set manually at something of a focal length of 15-17mm.

    Does anyone know if it is possible to extract the original FOVs or Focal Lengths from the static cameras in the classic games by any chance??

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    • #32
      Originally posted by Lanzagranadas View Post
      No difference.
      There is a major difference. You suggested that he overlooked the FoV settings completely as opposed to setting them himself and you're making assumptions on his full pipeline without knowing it or the UDK's part of the pipeline.

      Also, I think there's a chance that he had to force the perspective given the narrowness of most rooms, it's another possibility.
      I'm not sure what you mean by "force the perspective". Do you mean use the FoV values he's gone for or are you talking about the rooms where the camera tracks the player?

      Either way, the rooms were originally built and the cameras placed with a narrower camera, so I don't see how the room dimensions would force a camera change. But then again, I don't know how much the dimensions were altered for Darkside Chronicles or if they were even altered at all. Can anyone confirm that?

      Does anyone know if it is possible to extract the original FOVs or Focal Lengths from the static cameras in the classic games by any chance??
      I can't confirm the exact method but you can. I'd love to know RE1,2,3 & REMake's FoVs.
      "Stories of imagination tend to upset those without one."

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      • #33
        Originally posted by Jimmy_Jazz View Post
        There is a major difference. You suggested that he overlooked the FoV settings completely as opposed to setting them himself and you're making assumptions on his full pipeline without knowing it or the UDK's part of the pipeline.
        Sorry, I didn't know making assumptions was forbidden.
        I don't know and don't care if he overlooked the FoV settings or if he set them too wide for his own prefference, either way, the reason why it looks wrong doesn't change the fact that it looks wrong. And either way, it's his project, not mine, not yours, so this discussion is pointless. Now please, move on.
        Last edited by Lanzagranadas; 02-10-2015, 08:39 AM.
        The Resident Evil 3D Animation Showcase

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        • #34
          I fight against logical fallacies, so no discussion is pointless & no assumption forbidden. There's nothing wrong with speculating why the FoV is different, but if you are going to do it, it helps if you base your ideas on facts. Otherwise you're going to get shot down pretty easily. Why not turn things around and use this as an opportunity to learn more about makings games yourself? Grab a copy of UDK for free, or UE4 if you don't mind the $19/month price tag, and have a play around.
          "Stories of imagination tend to upset those without one."

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          • #35
            I don't need a copy of UDK nor to make games to know what focal lenght, depth of field, angle of view, camera aperture, etc. are and how those parameters work because I already know most of that by working on Maya and Blender scenes.

            You're the one trying to prove me wrong for whatever reason when you still didn't understand well some of my points (or perhaps I didn't explained well). But I'll pass of the "I'm right, you're wrong" thing, I don't think I have to backup every assumption I make, believe I'm right or believe I'm wrong, it's entirely up to you.
            The Resident Evil 3D Animation Showcase

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            • #36
              Please don't attempt to patronize me. The differences between his RE2MAke and the original RE2 are clear. It's your attempts to guess his motivations and methods that I've been trying to go into more detail on. You said "He probably didn't adjust the focal lenght of the cameras. Some 3D software come with a wider focal lenght by default. " with no understanding of his workflow or the programs he uses. You were suggesting that the reason why the cameras were different was either an oversight or mistake on his behalf and not intentional, then further down the line suggest it could be the "narrowness of the rooms".

              I'm not questioning your knowledge of cameras in general or the fact that his camera FoVs are different to RE2s, you're clearly trying to understand why it's different. But I'm trying to work out where you're coming from with your assumptions on development because they don't seem accurate and I want to provide you with a better understanding of development so you can make more accurate assumptions.

              For example, assuming Rod Lima YT videos was going up against Mike McCollum, who you linked to as a "good programmer better reel", well Rod Lima's would stand out more. You don't have to watch every video to be able to explore his work in detail, which covers AI, player movement and interactions, menu screens, UI etc all built within UDK. Mike's reel covers very simple, 2D scrolling titles and it's not clear what has been used to make them. RL shows off a broader range of skills in a single project and there are much more points you could discuss and question RL about in an interview.
              "Stories of imagination tend to upset those without one."

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              • #37
                You're running in circles. I already explained why I don't think his video is and/or serves as a demo reel/portfolio, you think it does, that's fine.

                I said he probably didn't set the focal length properly, you think there's a different reason. There's no way around it, I think one thing and you think another, and since I'm not making any statements, just assumptions and opinions, I don't need to explain or justify everything. If you don't agree or if you only want to read facts, just ignore my posts and end of story.
                The Resident Evil 3D Animation Showcase

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