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哇哈哈哈哈,QL视频工具也有了

  • TA的每日心情
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    2012-1-6 19:41
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    [LV.6]常住居民II

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    虚幻印章 Video 达人 I'm a Quaker! 相伴十年 水之奖杯 人类 星灵 乐于助人

    发表于 2010-9-3 00:41 |显示全部帖子
    http://www.esreality.com/?a=post&id=1919984

    6.0 2010-07-19

    * in game camera creation and editing
    /addcamerapoint ('z' default)
    /clearcamerapoints
    /playcamera ('o' default)
    /stopcamera
    /loadcamera <filename>
    /savecamera <filename>

    The default location for camera files is cameras/. Camera points are automatically saved to cameras/wolfcam-autosave any time you make a change.

    /selectcamerapoint <point 1> [point 2]
    or
    /selectcamerapoint [all, first, last, inner(don't include first and last)]

    /editcamerapoint (no args will edit currently selected) or [next, previous]

    /editcamerapoint next (']' default)
    /editcamerapoint previous ('[' default)

    /deletecamerapoint

    will delete all the selected camera points

    /ecam

    type /ecam by itself or /ecam help to see:

    Edit all currently selected camera points
    <...> are required
    [...] are optional

    /ecam type <spline, interp, jump>
    /ecam fov <current, interp, fixed, pass> [fov value]
    /ecam command <command to be executed when cam point is hit>
    /ecam numsplines <number of spline points to use for this key point (default is 40) >
    /ecam angles <interp, interpuseprevious, fixed, fixeduseprevious, viewpointinterp, viewpointfixed, viewpointpass, ent>
    the 'ent' option has additional parameter for the entity
    /ecam angles ent [entity number]
    /ecam offset <interp, fixed, pass> [x offset] [y offset] [z offset]
    /ecam roll <interp, fixed, pass> [roll value]

    /nextfield (KP_DOWNARROW default)
    /prevfield (KP_UPARROW default)

    [edit]

    /changefield (KP_ENTER default) this will toggle and or set the fields

    additional commands
    /setviewpointmark
    /gotoviewpointmark

    cvar cg_draw2d 2 for use with camera editing
    default bind BACKSPACE "toggle cg_draw2d 0 1 2"

    cg_drawCameraPath
    cg_drawCameraPointInfo[X, Y, Align, Style, Font, PointSize, Scale, Color, SelectedColor, Alpha]

    * old camera commands renamed, now /idcamera and /stopidcamera
    * cg_draw2d 2 for use with camera creation
    * in_nograb changed bound by default to F2 should let you grab and release mouse input without having to drop down the console
    * ctf draw correct rune powerups around players
    * ctf hud show correct rune powerup icon
    * cl_consoleAsChat default is 0 so that you don't have to add '/' in console to execute commands
    * /playpath fix for having to have a smoothing value

    http://www.filefront.com/17121459/wolfcamql-6.0.zip

    -----------------------------------------------------------------------
    6.1 2010-07-31

    * fix crash during timeouts
    * camera: angles use previous was grabbing angles and not lastAngles
    * r_lightmapColor to tint the lightmap
    extreme example: r_lightmapColor "0xff0000" to make all the lights red
    better example: r_lightmapcolor "0xffafaf" to turn down blue and green a bit, without completely eliminating them
    * fixed problem with handling ql pk3 files, shouldn't take 30 seconds to load cgame
    * opendml large avi support cl_aviAllowLargeFiles 1 (default)
    Allows up to 500+ gigabyte avi
    All avi files have .ivax extenstion in order to prevent windows from locking up when it tries to scan and create thumbnail
    * bug fix for sound popping and dropped video frames when using small avi
    * cg_levelTimerDirection: 0, 1 same as quakelive, including bugs (always count up during overtimes regardless of the settings you have chosen), 2 count up and don't reset to 0 during overtimes (ex: 14:53 is shown for duel 53 seconds into the second overtime), 3 countdown even during overtime
    * cg_checkForOfflineDemo 1 (default) demos recorded using /devmap or offline bot play wont stutter
    * cg_muzzleFlash
    * auto vstr for weapons: cg_weaponDefault, cg_weaponNone, cg_weaponGauntlet, cg_weaponMachineGun, cg_weaponShotgun, cg_weaponGrenadeLauncher, cg_weaponRocketLauncher, cg_weaponLightningGun, cg_weaponRailGun, cg_weaponPlasmaGun, cg_weaponBFG, cg_weaponGrapplingHook, cg_weaponNailGun, cg_weaponProximityLauncher, cg_weaponChainGun

    ex: set cg_weaponRailGun "cg_fov 90; cg_drawCrosshair 1"
    set cg_weaponDefault "cg_fov 110; cg_drawCrosshair 4"
    * /video [avi, tga, jpg, wav, name <file basename>]
    All files stored in video/

    ex: /video tga wav to dump tga screenshots and a wav sound recording

    * r_jpegCompressionQuality 90 (default) for screenshots, jpg video dump, and cl_aviMotionJpeg
    * cl_aviFetchMode GL_RGB (default switched from ioquake3 GL_RGBA default)

    added default bind:
    bind i "toggle cl_avifetchmode gl_rgb gl_rgba gl_bgr gl_bgra; echopopupcvar cl_avifetchmode"
    Do a test run and try the different values to see if you can get a performance boost when rendering.

    * cg_plasmaStyle same as quakelive (2: purple bubble trails)

    http://www.filefront.com/17162322/wolfcamql-6.1.zip

    ------------------------------------------------------------------------------
    6.2 2010-08-05

    * crosshair bug fix with r_texturebits 32
    * bug fix for avi files, removing .ivax extension, cl_aviExtension default "avi"
    * cg_railUseOwnColors
    * /video avins wav
    to create a video file without sound and a wav file
    * q3mme motion blur: mme_blurFrames, mme_blurType, mme_blurOverlap, mme_workMegs
    The actual rendering rate will be cl_aviFrameRate * mme_blurFrames, so try to make that total a factor of 1000 so that it doesn't screw up playback speed.

    http://www.filefront.com/17176887/wolfcamql-6.2.zip

    --------------------------------------------------------------------------------
    6.3 2010-08-09

    * default timelimit value used if server has set timelimit to 0
    * cg_forceMap
    ex: set cg_forceMap "pro-nodm9"; demo FFA-lostworld.dm_73
    * preliminary support for new ql update: still alot of bugs with freezetag, q3gibs might be temporarily broken because of new freezetag gibs

    If you are only using the newer quake live pk3s old demos will be played back with the new maps. You can also copy over qz*.pk3 from an older version of quakelive and then a demo will use the same map that it was recorded with. Note that you should only copy the files that start with qz (ex: qzteam1.pk3, qzdm6.pk3, etc.). You can also force the use of the older maps with newer demos using cg_forceMap.

    * cg_drawSpawnsInitial, cg_drawSpawnsInitialZ, cg_drawSpawnsRespawns, cg_drawSpawnsRespawnsZ, cg_drawSpawnsShared, cg_drawSpawnsSharedZ
    * audio recording rate no longer dependent on video framerate, took out ioquake3 audio warning. Hopefully this fixes the speed up problems.

    http://www.filefront.com/17188729/wolfcamql-6.3.zip
    此人跑路了

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    发表于 2010-9-3 06:06 |显示全部帖子
    这个不是老早有了吗,我都拿这个看了好久的录像了,我以为你们都知道……

  • TA的每日心情
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    2012-1-6 19:41
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    [LV.6]常住居民II

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    虚幻印章 Video 达人 I'm a Quaker! 相伴十年 水之奖杯 人类 星灵 乐于助人

    发表于 2010-9-3 06:21 |显示全部帖子
    回复 2# IrrSolic


        我看DEMO用的是最早一个PK3,进游戏没进全的时候按ESC出现DEMO界面,因为那些快进什么功能我自己脚本实现了就没关注过那些需要安装的工具,

    最近看QL视频发现可以进行镜头设置了才发现原来有这个,我记得最早这个是用来看ET,现在也出了QL版本

    看DEMO的方法很多,关键是能设置镜头啊,这个对做视频来说是大突破,QL的视频终于不用单纯的第一视角了,哇哈哈哈
    此人跑路了

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    I'm a Quaker! 元老

    发表于 2010-9-3 07:08 |显示全部帖子
    是在q3mme的基础上搞的吧
    Listen Memory...

  • TA的每日心情
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    2012-1-6 19:41
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    [LV.6]常住居民II

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    虚幻印章 Video 达人 I'm a Quaker! 相伴十年 水之奖杯 人类 星灵 乐于助人

    发表于 2010-9-3 08:07 |显示全部帖子
    回复 4# Listen


        跟Q3MME完全没关系

    这个系列原来是用来看ET的DEMO的
    此人跑路了

  • TA的每日心情
    开心
    2011-12-24 08:43
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    [LV.6]常住居民II

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    I'm a Quaker! 元老

    发表于 2010-10-8 11:47 |显示全部帖子
    那要期待刚猫的大作了!

  • TA的每日心情
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    2012-1-7 14:02
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    [LV.3]偶尔看看II

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    I'm a Quaker!

    发表于 2010-10-11 17:27 |显示全部帖子
    看标题我心想,有这个东西最开心的肯定属钢管猫罗,玩处女膜也这么高兴干啥哟……

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    I'm a Quaker! 恶趣味制造者 元老 相伴十年

    发表于 2010-10-12 00:53 |显示全部帖子
    挖坟的啊。
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