Post by auri on Oct 25, 2006 16:46:13 GMT 1
Hi I am John if you didn't know
I will tell you how to capture ingame footage in q3mme.
-----------------------------------------------------------------------------------------
Installation
-----------------------------------------------------------------------------------------
Look up which version is the latest and find its download link in this thread. Download that zip file. Unzip it to your Quake III Arena folder.
If you did it right, there is a quake3mme.exe and a quake3mme.start.cmd in your Quake III Arena folder and a folder called mme. Not so hard to do actually, hehe.
If you want you can read through the other attached files, whatsnew.txt and quake3mme.readme.txt. Installation complete.
-----------------------------------------------------------------------------------------
Running it and loading a demo
-----------------------------------------------------------------------------------------
You need a demo for this. Note: Keep the demo name shortest possible, there have been problems for some users because their demo name was too long. It's something like foldername+\+demoname.extension must not be longer than 64 characters. Most point releases of Quake 3 Arena are supported as well as many mods like Orange Smoothie Productions (OSP), baseq3, Instagib, Rocket Arena 3 (ra3), Defrag and more.
Mme reads demos from the standard demo folder baseq3/demos or mme/demos (including subfolders). So stuff your demo into one of those, you can browse through all subfolders of the mme demos folder in mme itself so you can sort your demos in different folders if you have very many.
To start q3mme, doubleclick quake3mme.start.cmd. Quake will start with the mme mod loaded, the mme main menu looks different than the original q3 menu. You can now exit q3mme again but clicking exit, very senseless - or you can watch the long credits, hehe or - yeah that's what you want: load a demo and see how it works.
To do so, click on Demos. You're in the demo browser, you see you can go to subfolders too. Find your demo and doubleclick it. The demo will load and play in first person.
-----------------------------------------------------------------------------------------
Basic controls and settings
-----------------------------------------------------------------------------------------
First of all, let's say you only want to record some first person footage from the demo you loaded. In the other tutorials it's explained how to do cameras and all that funky stuff : )
So, you loaded the demo and first person is playing.
Basic key commands you have now:
C : pause / resume demo playback
Hold Shift + move the mouse : control demo time
Hold Shift + D : move 4 seconds forward in time (you can hold this down)
Hold Shift + A : move 4 seconds back in time (you can hold this down too)
With mov_seekInterval you can define how far forward or back you jump (in seconds) pressing shift + a/d, default value is 4.
When recording first person, you shall use nice settings for your display. Here some commands with which you can give your first person a nice look:
cg_centerPrint 1/0
enable / disable server messages such as "bla joined the red team"
cg_centerScale 0-10
size of fragmessages and other things printed in the middle of the screen
cg_drawWeaponSelect 1/0
show / hide the weapon list when you're switching weapons
cg_drawDamageBlob 1/0
show / hide the red blood blob you see when you get hit
cg_drawPickupItem 1/0
show / hide picked up items
cg_drawScores 1/0
show / hide scores in the lower right corner
cg_drawFollow 1/0
show / hide information on top of the screen which player you're following
cg_drawVote 1/0
show / hide votes in the upper left corner
cg_drawPowerups 1/0
self-explanatory? hehe
mov_chatBeep 1/0
enable / disable all chatbeeps
mov_ospRail 1/0
enable / disable the rail style like it looks in osp
mov_Obituaries 1/0
enable / disable printing of fragmessages in the console
r_railringsAlign 1/0
enable / disable railrings aligning towards the playerview
mov_fragFormat
format of the fragmessage: %t = target, %s = score, %p = place, %, %a = attacker, %n = new line
default: You fragged %t%n%p with %s
con_notifyTime
time how long consolemessages are displayed onscreen. Put -1 to avoid having them shown on screen while recording. Do rather use this instead of cl_noprint because with noprint you won't be able to read anything in the console, with notifyTime everything is printed in the console, just doesn't appear on the screen. Standard q3 cvar by the way.
fs_extraGames <text text>
tell the game from which mod folders it can load files: fs_extraGames "defrag" will load files from defrag folder like custom models and maps, fs_extraGames "cpma osp" will load files from cpma and osp folders, and so on.
CPMA rocket/grenade explosions
CPMA users who don't have custom rocket/grenade explosions should put zzz_fixed_cpma_explosions.pk3 in the mme folder if they don't want to see explosions happen twice.
-----------------------------------------------------------------------------------------
Capturing
-----------------------------------------------------------------------------------------
Now capturing time. You do not use the cl_avidemo command, it doesn't even work properly in q3mme because it's not useful. Several capturing options there:
Frames per second, motion blur, name and soundcapture.
mov_captureFPS
defines how many screenshots per second are taken while capturing. Any value possible
mov_captureName <name>
defines a name for the screenshots for better overview. Screenies: Name0000001.tga
mme_blurFrames 0-32
defines how many frames are blended together for motion blur
mme_blurOverlap 0-32
defines how many already blurred frames are again blended together or so. Fiddle around with it.
mme_saveWav 1/0
enable / disable sound capturing to a wav file while capturing
I guess as beginner you don't need to set all of these. saveWav is enabled by default, that's enough, blurOverlap.. don't bother with that yet, it's 0 by default, leave that too. Set some blurFrames, every footage looks better with some blur in my opinion. Values from 12-24 give nice motion blur.
You don't have to set mov_captureName and mov_captureFPS yet, you do it when you start recording.
Now stop the demo by pressing C, go to the point in the demo where you want to start capturing by holding shift and using the mouse and/or the A and D keys.
Open the console, type something like this:
/capture <png/tga/jpg/avi> <fps> <name>
Example: /capture tga 30 impressive
Then bind capture stop to any key (/bind F2 "capture stop").
It does not record yet, it starts when you unpause the demo.
Unpause the demo, wait until it's recorded, then press the capture stop key and you're done, the captured screenshots are in a subfolder of mme/capture together with a wave file with the ingame sound in it.
Okay that's it right? Hehe, hope I helped you.
Good luck and have a nice day. John
I will tell you how to capture ingame footage in q3mme.
-----------------------------------------------------------------------------------------
Installation
-----------------------------------------------------------------------------------------
Look up which version is the latest and find its download link in this thread. Download that zip file. Unzip it to your Quake III Arena folder.
If you did it right, there is a quake3mme.exe and a quake3mme.start.cmd in your Quake III Arena folder and a folder called mme. Not so hard to do actually, hehe.
If you want you can read through the other attached files, whatsnew.txt and quake3mme.readme.txt. Installation complete.
-----------------------------------------------------------------------------------------
Running it and loading a demo
-----------------------------------------------------------------------------------------
You need a demo for this. Note: Keep the demo name shortest possible, there have been problems for some users because their demo name was too long. It's something like foldername+\+demoname.extension must not be longer than 64 characters. Most point releases of Quake 3 Arena are supported as well as many mods like Orange Smoothie Productions (OSP), baseq3, Instagib, Rocket Arena 3 (ra3), Defrag and more.
Mme reads demos from the standard demo folder baseq3/demos or mme/demos (including subfolders). So stuff your demo into one of those, you can browse through all subfolders of the mme demos folder in mme itself so you can sort your demos in different folders if you have very many.
To start q3mme, doubleclick quake3mme.start.cmd. Quake will start with the mme mod loaded, the mme main menu looks different than the original q3 menu. You can now exit q3mme again but clicking exit, very senseless - or you can watch the long credits, hehe or - yeah that's what you want: load a demo and see how it works.
To do so, click on Demos. You're in the demo browser, you see you can go to subfolders too. Find your demo and doubleclick it. The demo will load and play in first person.
-----------------------------------------------------------------------------------------
Basic controls and settings
-----------------------------------------------------------------------------------------
First of all, let's say you only want to record some first person footage from the demo you loaded. In the other tutorials it's explained how to do cameras and all that funky stuff : )
So, you loaded the demo and first person is playing.
Basic key commands you have now:
C : pause / resume demo playback
Hold Shift + move the mouse : control demo time
Hold Shift + D : move 4 seconds forward in time (you can hold this down)
Hold Shift + A : move 4 seconds back in time (you can hold this down too)
With mov_seekInterval you can define how far forward or back you jump (in seconds) pressing shift + a/d, default value is 4.
When recording first person, you shall use nice settings for your display. Here some commands with which you can give your first person a nice look:
cg_centerPrint 1/0
enable / disable server messages such as "bla joined the red team"
cg_centerScale 0-10
size of fragmessages and other things printed in the middle of the screen
cg_drawWeaponSelect 1/0
show / hide the weapon list when you're switching weapons
cg_drawDamageBlob 1/0
show / hide the red blood blob you see when you get hit
cg_drawPickupItem 1/0
show / hide picked up items
cg_drawScores 1/0
show / hide scores in the lower right corner
cg_drawFollow 1/0
show / hide information on top of the screen which player you're following
cg_drawVote 1/0
show / hide votes in the upper left corner
cg_drawPowerups 1/0
self-explanatory? hehe
mov_chatBeep 1/0
enable / disable all chatbeeps
mov_ospRail 1/0
enable / disable the rail style like it looks in osp
mov_Obituaries 1/0
enable / disable printing of fragmessages in the console
r_railringsAlign 1/0
enable / disable railrings aligning towards the playerview
mov_fragFormat
format of the fragmessage: %t = target, %s = score, %p = place, %, %a = attacker, %n = new line
default: You fragged %t%n%p with %s
con_notifyTime
time how long consolemessages are displayed onscreen. Put -1 to avoid having them shown on screen while recording. Do rather use this instead of cl_noprint because with noprint you won't be able to read anything in the console, with notifyTime everything is printed in the console, just doesn't appear on the screen. Standard q3 cvar by the way.
fs_extraGames <text text>
tell the game from which mod folders it can load files: fs_extraGames "defrag" will load files from defrag folder like custom models and maps, fs_extraGames "cpma osp" will load files from cpma and osp folders, and so on.
CPMA rocket/grenade explosions
CPMA users who don't have custom rocket/grenade explosions should put zzz_fixed_cpma_explosions.pk3 in the mme folder if they don't want to see explosions happen twice.
-----------------------------------------------------------------------------------------
Capturing
-----------------------------------------------------------------------------------------
Now capturing time. You do not use the cl_avidemo command, it doesn't even work properly in q3mme because it's not useful. Several capturing options there:
Frames per second, motion blur, name and soundcapture.
mov_captureFPS
defines how many screenshots per second are taken while capturing. Any value possible
mov_captureName <name>
defines a name for the screenshots for better overview. Screenies: Name0000001.tga
mme_blurFrames 0-32
defines how many frames are blended together for motion blur
mme_blurOverlap 0-32
defines how many already blurred frames are again blended together or so. Fiddle around with it.
mme_saveWav 1/0
enable / disable sound capturing to a wav file while capturing
I guess as beginner you don't need to set all of these. saveWav is enabled by default, that's enough, blurOverlap.. don't bother with that yet, it's 0 by default, leave that too. Set some blurFrames, every footage looks better with some blur in my opinion. Values from 12-24 give nice motion blur.
You don't have to set mov_captureName and mov_captureFPS yet, you do it when you start recording.
Now stop the demo by pressing C, go to the point in the demo where you want to start capturing by holding shift and using the mouse and/or the A and D keys.
Open the console, type something like this:
/capture <png/tga/jpg/avi> <fps> <name>
Example: /capture tga 30 impressive
Then bind capture stop to any key (/bind F2 "capture stop").
It does not record yet, it starts when you unpause the demo.
Unpause the demo, wait until it's recorded, then press the capture stop key and you're done, the captured screenshots are in a subfolder of mme/capture together with a wave file with the ingame sound in it.
Okay that's it right? Hehe, hope I helped you.
Good luck and have a nice day. John