Unreal Engine 5.8+ Movie Renderer for Eve Online Cinematics

Hi…it’s been a looooong time.

This is really to the devs, as all of my old contacts have now left the firm.

As the title says I have been working on an EVE Online Cinematic tool, working inside the Unreal Engine 5.7+ and the new substrate system.

If you could take a look at this file and check my math, I’d appreciate it - but I went big.

If you download & 100% the image, it should scale on a UHD4K monitor, but it’s a snapshot of the html working space I use in the pipeline for hex codes etc. and cheat-sheet.

Much love,

AK

PS, gimme a call sometime, maybe we can discuss renewing that NDA…

@ISD_Drew

Summary

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Might be better if posted in the sub-forum Third Party Developers - EVE Online Forums

Also will get more notice if you tagged a Dev or someone like @ISD_Drew to hopefully pass your message along to them…

Other than that, may you have good luck and much success with it…

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Possibly…

I think this is right on the money for unreal engine 5.7+ and, hope to have something to show soon, other than a glorified HLSL map

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@ISD_Drew two things…firstly, why is there a godamn Tardis in this eve folder? and secondly, why did you not name the root bone animation bone correctly?

PHONEBOOTH not ‘PHOEBOOTH’

:slight_smile:

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Oh….

Thanks for the heads up. I was going through my code and found that and thought there was some kind of Easter Egg…like the monolith.

So, about that spelling mistake…

I’d like to think it’s intended to bypass any legality issues…

More likely it’s just a typo…

Maybe it’s Ebonics…

Working the lens flares, and felt it made more sense to programmatically design them, rather than copy/duplicate the existing flares that CCP use.

So…for the interior spaces there are obvious choices for tone and racial color and if you can identify the racial lens flares above for the 6 racial types, then I am on the right track.

The optical flare pass I’m gonna render after opaque/translucent scene lighting is available, but before tonemapping.

Scene geometry / lighting
Translucency / emissives
HDR SceneColor exists
→
Optical Flares pass
→
Bloom
Exposure / tonemap
Color grading
Output / MRQ / EXR

Just to be clear, this is not a material surface pass. It’s not a Niagara sprite-only overlay. It’s not after tonemap, as a ‘flat’ screen-space graphic and it most defintely is not UE’s default lens flare pass.

Using Python, I am able to generate my own ‘controlled flare mask atlas’, giving the engine hard core discs, soft discs, aperture polygons, ring halos, broken halos, anamorphic streaks, cross/star streaks, machine slits [Horizon Zero Dawn in nature], spectral ghost discs, grime masks, micro-scratch masks, faction-specific breakup masks. These are then consumed as [planned] optical flares.

As none of this needs to be realtime due to cinematics, I’m having a lot of fun challenging myself with this to push Unreal Engine more.

/soon

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RAD2UE

I apologise for the poor quality of the gif, but let me explain what it shows for those who do not realise the significance.

I shows Unreal Engine 5.7 live importing a Megathron .gr2 mesh directly into the engine, including the animation hardpoints for turrets.

It works on any .gr2 mesh, but is configured for EVE Online [currently], so this means basically ‘any’ game ever that has ever used .gr2 as a compression, such as; Star Wars: The Old Republic, PlanetSide, PlanetSide: Core Combat, MechAssault, MechAssault 2: Lone Wolf, Halo: Reach, Halo 4 and of course Destiny, are now only a simple click away.

All I need is the granny.dll and the .gr2 model, and the circle is complete.

Fear me.

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Been working on the ACES HighCg for the solar systems and found a resonable pre-render, pre-post processing look for the solar systems and cross referenced the whole data base for solar systems and scripted backslash commands to teleport me about.

Loads pretty quickly and have even begun setting up the world/solar system/level composition as it’s easy to do in UE5 and saw no reason to exclude it.

I forgot how pretty Polaris is…I may have to spend more time there, one day. Again.

If you do not have an HDR monitor, these images may seem washed out and as they are pre-rendered, will not look like that in finality and of course are completely inefficient.

Stations are coming along nicely and am working on the animations for characters, poses mainly, but yah - having fun; yet have spent too much time on my BMX this summer…but winter is coming.

AK

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Animations are hard…I half expected more to share two weeks back, but hit a snag.

soon ™

The FCCCP way. :thinking:

:face_with_hand_over_mouth: :psyccp: :smirking_face:

I can identify 5 along with Triglavian. I don’t know what the 6th is supposed to be. SoE?
Nice flares, though, mostly. The 6th one I can’t identify (bottom row middle) looks poorer compared to other ones.

damn…thought I had got that, back to the drawing board. It should look like this, from left to right - Amarr, Caldari, Gallente, Minmatar, Jovian and then Trig/upwell.

@ISD_Drew In gallente.black, the booster object contains a field named warpHalpColor, which I suspect is a spelling error for warpHaloColor. That was on the latest dataset from the installed files for the game client. If the renderer expects warpHaloColor, it may ignore this setting and render the Gallente warp effect with the wrong color, or fall back to its default RGBA [0.0118, 0.0235, 0.0392, 0]

I suspect the latter, but I’m sure the internal tools would confirm it one way or t’other.

In addition to this, gallente.black has noiseAmplitureStart and noiseAmplitureEnd on its booster shape objects. They look like misspellings of noiseAmplitudeStart and noiseAmplitudeEnd.

But I might be wrong…

Yup, all except Jovian I got. I like them, just the Jovian looks a bit underwhelming compared to the rest. Still a nice job.

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