Statyk 
 
 
		
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~Cinematic Main Menu Mods - Finished: 1 
			 
			
				STILL A WIP FOR MORE AREAS 
 
Hey forum! 
Inspired by my infinite hallway animation for Nearsight, I wanted to kick it up a notch and provide a simple, universal mod for anyone with Amnesia: TDD. It will be a replacement main menu that animates with a cinematic flyabout camera.  
How it works:
- Main menu camera is static, so map sections will each have their own specific bones in them, which is used to rotate and transition areas, as well as hold entities such as lights and billboards within the area. 
- I set a camera in Maya 2011 and keyframe each area in their designated location. 
- I will have 3-4 areas that will infinitely cycle around while in Amnesia's Main Menu.
 
			 
			
			
			
				
(This post was last modified: 01-25-2013, 03:33 AM by Statyk.)
 
				
			 
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	| 01-03-2013, 01:19 AM  | 
	
		
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		ElectricRed 
 
 
		
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RE: Amnesia Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				This is a really good idea! I think the back hall would be a perfect location for one of the scenes. However, I think the camera should pan around slower. It seems too fast as it is, and could be a little distracting. In addition, a slower camera would set an eerie mood similar to the current menu screen.
			 
			
			
 
			
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	| 01-03-2013, 01:46 AM  | 
	
		
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		Adny 
 
 
		
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RE: Amnesia Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				Cistern Entrance - rotates 360 degrees while looking towards the middle, slowly moving up to the top, then back down. S'beautiful.
			 
			
			
 
I rate it 3 memes. 
			
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	| 01-03-2013, 01:49 AM  | 
	
		
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		i3670 
 
 
		
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RE: Amnesia Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				I'd like to the Nave, ontop of the well 360 degrees.
			 
			
			
 
			
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	| 01-03-2013, 02:00 AM  | 
	
		
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		Statyk 
 
 
		
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RE: Amnesia Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				I was thinking about the back hall Electric Red, but I'm trying to get visual variety. Going from the Entrance hall, then to the Back Hall, there's isn't much difference. I'll keep it in mind, but do you have any other ideas? 
 
ALSO, if you guys could possibly give me the exact map name, that'd be so helpful!
			 
			
			
			
				
(This post was last modified: 01-03-2013, 02:11 AM by Statyk.)
 
				
			 
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	| 01-03-2013, 02:07 AM  | 
	
		
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		ElectricRed 
 
 
		
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RE: Amnesia Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				Maybe the entrance to the dungeon? The camera could slowly pan towards the first door across from the elevator. The map is 15_prison_south. I like the idea of the Cistern as well. That one is 18_cistern. 
Be careful not to show areas from towards the end of the game, as to avoid spoilers.   
			 
			
			
 
			
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	| 01-03-2013, 02:16 AM  | 
	
		
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		Rapture 
 
 
		
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RE: ~Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				Could someone make their own map and use them instead?
			 
			
			
			
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	| 01-03-2013, 03:34 AM  | 
	
		
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		Kman 
 
 
		
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RE: Amnesia Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				 (01-03-2013, 02:16 AM)ElectricRed Wrote:  Be careful not to show areas from towards the end of the game, as to avoid spoilers.   
I think anyone that would be using this would probably have already played through the whole main campaign.
			  
			
			
 
Posting Freak 
 
			
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	| 01-03-2013, 03:49 AM  | 
	
		
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		Statyk 
 
 
		
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RE: ~Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				~~~ 
 
Changed my mind. =P Disregard what I said here if you read it! Keep running them suggestions! I like The Cistern one, So that's a high chance, as well as the prison short. 
 
I'm keeping a list, and I'd like to keep hearing more! Really helps me plan out what's best.
			 
			
			
			
				
(This post was last modified: 01-03-2013, 08:00 AM by Statyk.)
 
				
			 
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	| 01-03-2013, 05:12 AM  | 
	
		
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		Mine Turtle 
 
 
		
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RE: ~Cinematic Main Menu Mod - WIP (Need area ideas!) 
			 
			
				Start off in the study, and zoom in through the broken window from the outside, and enter into the "Back Hall". Afterwards, enter the hallway to the elevator. show the machine room, and then enter the storage. While you pass through the storage you encounter a grunt in the passage towards the collapsed celling. Thats my input, atleast; probs repeated some stuff. Looking forward to seeing this completed!
			 
			
			
 
			
				
(This post was last modified: 01-03-2013, 11:53 AM by Mine Turtle.)
 
				
			 
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	| 01-03-2013, 11:53 AM  | 
	
		
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