In game Videos RoQ help!!
Started by Janet
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Janet Rep. 370
#1   29 Sep 2021
I would really love to have movies in my custom maps in Team Arena
I can do animated texture scripts (I learned from Callisto's face script 🥰)
but I want to use animations with more than just the 7(8?) frame limit...
I tried Quake Video Maker but it doesn't work too well.. the videos textures are buggy.
The videos play without issue in the "Cinematics" menu but are broken in game 😭
I read that the .RoQ is just .avi renamed and if you rename .roq's to .avi they will play in windows media player.
If you do that in reverse, the video name will appear on the menu but don't show anything.
So I'm wondering which .avi codec might work and if I just rename the .avi to .roq???

Any help would be appreciated, thanks! 💖🚀

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Tig Rep. 2362
#2   29 Sep 2021
A bit of the history of the RoQ format can be found here - wiki.multimedia.cx/index.php/RoQ

The size of the video needs to be a power of 2, for example a width and height like 16, 32, 64, 128, 256, 512, 1024, 2048...

The frame rate needs to be 30 fps.

ffmpeg - www.ffmpeg.org/ - can convert an existing video (of the right frame rate and size) with a command like:

ffmpeg -i Original.mp4 Q3HappyVid.roq

If your original is not a valid width and height or the frame rate is wrong, you could use something like:

ffmpeg -i Original.mp4 -r 30 -s 512x256 Q3HappyVid.roq

That will take a video of any size and frame rate and change it to a frame rate of 30 fps (-r 30) and resize to 512 wide by 256 high (-s 512x256).

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Janet Rep. 370
#3   30 Sep 2021
OMG, you are the hero I needed! I tried ffmpeg and it actually worked very well!
The videos show up on the menu and in game now, and they play just fine 🥰
Thank you so much for the help, Tig! 💖 You are the best! 👍👍
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Kr3m Rep. 0
#4   18 Apr 2024
@Janet
Hate to bump an old thread, but didn't realize anyone was still playing Team Arena much . Not sure if you've heard about my Team Arena mod, but it's coming along nicely.
www.moddb.com/mods/team-arena-plus
Edited 4.1 days after the original posting.
Edited 4.1 days after the original posting.
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Tig Rep. 2362
#5   18 Apr 2024
@Kr3m - How is your post related to this thread? If it is not, please make a new one.
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Kr3m Rep. 0
#6   22 Apr 2024
@Tig
It's specifically about Team Arena which hasn't been updated since it was released. I thought she might be interested in a Team Arena mod supporting HUD scaling instead of stretching, enemy models skins for promode and fullbright skins, colored crosshairs, etc if she's doing Team Arena maps. There's also very specific support for converting standard CTF maps into Team Arena maps without touching the map source files at all using ent files within the maps folder of the server mod folder as shown here:
youtu.be/WBTR--XT45M
How is none of this relevant to a Team Arena map designer? It may not answer her question, but surely you can see how this knowledge could benefit her.
Edited 1.73 minutes after the original posting.
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Tig Rep. 2362
#7   22 Apr 2024
@Kr3m : I was thinking information about your Team Arena mod may be better suited in a standalone thread than a partial answer to an older question.

That would allow you to expand on the details and open it up to feedback from others (hopefully). The enhancements sound very helpful!

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Kr3m Rep. 0
#8   07 May 2024
@Tig I might post something on here soon. I'm working on another mod that uses Team Arena assets without requiring people to install Team Arena and thinking of porting my changes into that as well if I can get it to be an exact copy of my current mod. It is a lot of fun. I've already added support to over 200 standard CTF maps. =D
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Kr3m Rep. 0
#9   07 May 2024
@Tig
As an example, I had a lot of fun porting this map since it seems perfectly suited for TA gametypes in addition to CTF. =D
youtu.be/dcwwVu-EHek
The method is a bit outdated now though. I just add ent files to a Github repo now in a maps folder and symlink that folder in my server's baseq3 folder so I can do a git pull any time I add something new, and don't have to go through the hassle of modifying pk3's anymore.
Edited 3.38 minutes after the original posting.

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