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  #91  
Old February 8th, 2005, 01:00 AM
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Default Re: OT: Totally P!ssed off at UPN

Quote:
Suicide Junkie said:
So, if we make a show based on SE5 combat replays and voiceovers, we should be rolling in profitability...
The idea that we could export the combat in an AVI format so we could edit it would be a must have option for SEV. Included are multiple angles and such.

We could make our own mini-series. The Combat Wars!
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  #92  
Old February 8th, 2005, 01:53 AM
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Default Re: OT: Totally P!ssed off at UPN

And Reality shows will never end....
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  #93  
Old February 8th, 2005, 02:16 AM
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Default Re: OT: Totally P!ssed off at UPN

Quote:
Klvino [ORB] said:
And Reality shows will never end....
This week! Atrocities, Geo, Fyron and SJ compete to make the biggest and best combat sequence using nothing but PPBs and Meson Blasters! The winner gains a crucial immunity as we get down to the wire, and will be critical for deciding who gets voted off the PBW server during saturday's 2-hour special!
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  #94  
Old February 8th, 2005, 02:18 AM
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Default Re: OT: Totally P!ssed off at UPN

In addition, as a random hazard, an eight-foot mouse throwing tactical nuclear grenades!
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  #95  
Old February 8th, 2005, 03:06 AM

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Default Re: OT: Totally P!ssed off at UPN

And for the intermission between hours, we're pleased to feature Renegade 13 chasing said mouse around with a very pointy pitchfork!
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  #96  
Old February 8th, 2005, 03:10 AM
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Default Re: OT: Totally P!ssed off at UPN

Quote:
geoschmo said:
I am hopeful that as the computer technology advances and comes down in price, we can break out of this cycle and some sci-fi series that don't get spectacular ratings right off the bat can last long enough to develop an audience. I'd like to see some variety too. How about a sci-fi comedy series? I think there's an audience for it, if you could keep the costs down.
It isn't the computers that are the problem - it's the artists that use the computers. A recent desktop, purchased for $2000 US, has all the processing power and RAM needed to do some very high-quality rendering in a reasonable period of time (medium-quality renderings in real time). If one doesn't do it for you, get 10 or 100, and link them together in a beowolf cluster; even purchasing them fresh for EVERY EPISODE, you won't hit even 1/4 the per episode budget for Enterprise listed earlier. However, consider: of those who play SEIV, how many can produce quality, rendered shipsets from scratch? Three? Four? How long does it take them to make one? How long would it take them to make one that would allow you to zoom in to any part of the ship's hull to the point where it is STILL realistic and has good lighting, shadowing, and reflection effects off the nuts & bolts? Now consider that every episode where they show damage has to have that section completely redesigned to show the internals and damaged components, and every time they show damage being dealt they need to make several stages of the damage in the same way, and tell the machine how to transition between, for each instance of damage-dealing. It isn't the machine time that's the problem - it's the time of the artists involved that run the machines.
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  #97  
Old February 8th, 2005, 03:31 AM
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Default Re: OT: Totally P!ssed off at UPN

Which is why we need a computer with the type of capability of a ST holodeck.

See Renegade 13 realise his 'pitchfork' is actually four pythons! See R13 get rushed to the hospital! Thrills! Chills! And at the end, the winner gets ten million dollar bills!
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  #98  
Old February 8th, 2005, 03:39 AM

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Default Re: OT: Totally P!ssed off at UPN

Oooo ah ah, that stings! Good thing I have a natural resistance to venom. See R13 make a miraculous recovery, and take his horrible revenge upon the 8 foot tall mouse known as Narf! Who will have the strength, the grit, the determination to win this final round! Tune in tomorrow to find out, on channel....wait, this is getting a little too representative of reality tv. Ick.
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  #99  
Old February 8th, 2005, 04:13 AM
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Default Re: OT: Totally P!ssed off at UPN

Quote:
narf poit chez BOOM said:
Which is why we need a computer with the type of capability of a ST holodeck.

There are (at least) two major technical problems and two social problems with that:
1) A programming problem - you can convince a computer to take a library object, run some specified portion of it's vertices and surfaces through an algorythm, and render the result, but the variety of point-manipulation algorythms needed, and the methods of specifying what segment, what manipulation, and what variables in a reasonably intuitive fasion would take ages to program, as ALL of that must come from at least one very intelligent human mind (probably hundreds or thousands).
2) A library problem - sure, the holodec can build highly detailed re-creations of scenes - but, of necessity, it's pulling things out of a library somewhere - the user tells the computer he wants a nature scene, and the computer picks one from a library, or generates one based on a template and componentes from a library (a component may, in turn, be a template with components pulled by some algorythm out of a library - recursive to whatever finite degree is desired) - but fundamentally, it's pulling stuff out of a truly enormous (and incredibly well-indexed) object library. This library must be built before a Star Treck Holodeck ease rendering system can be implemented.
3) A copyright problem - you can take a chunk of data, and manipulate it through some algorythm, but unless you have an agreement with the owner of the original data chunk specifying otherwise, you can't legally distribut the altered work willy-nilly. So, even after you have dealt with 1 and 2, you have a big legal mess to deal with before you can use the easy system in an mass-media fashion.
4) A repetition issue - Have you ever noticed how games of the same basic type from the same company tend to have the same basic feel to their appearence? That's mainly because the game companies tends to re-use their engines; it's even common for a company to liscense it's engine to other companies - so you will sometimes see many games of the same nature from different companies that have the same feel to their appearence. If you don't completely replace the library (step 2) and algorytms (step 1) fairly often, the easy-made shows built from the engine will start to have a repetitive look to them, and your audience will become tired of it, eventually shunning any show made with the easy-create engine and library. A very, VERY big library of algorythms and objects, well-used random factors and style/genre variables will alleviate the problem, but will ultimately just delay the point at which they all start looking alike. With the number of times the holodec is featured in ST, this isn't an issue. With the number of times it would be used to make many different rendered components for shows, it would be - in short order (a few years), most probably. For something used to entertain the crew on a long voyage, this isn't an issue, as THEY are the creators, and can change things to suit their individual preferences, puttting as much work in as needful to make things match; for something used to produce mass entertainment, this is a very big issue.
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  #100  
Old February 8th, 2005, 06:18 AM
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Default Re: OT: Totally P!ssed off at UPN

I make bike videos all the time. The resources needed to store that footage digitally is astounding. To render a four minute video takes about 20 minutes. To render a video without lock ups or fall out is a roll of the dice with XP and or any windows based PC.
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