The most recent version of the documentation that you are now reading is that on the ReMaic Studio web page. If you are reading a local copy, and having problems, do check the current version since some updates may have been made since the version that you are reading. You can also check the latest news on ReMaic and ReMaic Studio.
ReMaic Studio is a useful tool for refilming demos of Quake game-play and full-blown "Quake movies". Recordings that are shot "live" by an observer on a multiplayer server tend to have somewhat jerky camera-work. ReMaic Studio allows you to add the optimal camerawork to footage you have already recorded.
The software combines the functionality of several existing refilming utilities (ReMaic, AutoCam, and some parts of DemTool), and also adds the ability to position cameras and trigger areas that activate them interactively within a Quake level. It is composed of two parts; a Quake -game modification for setting up cameras, and a Win32 executable for using this information on an existing *.DEM recording to generate a screenplay for further tweaking and/or using this screenplay to refilm the recording.
If you already use ReMaic, or ReMaic in combination with AutoCam, you will want to switch to using ReMaic Studio. It runs substantially faster, avoids the use of the intermediate *.LS format, and provides an easier interface for specifying screenplay data than having to work out numerical co-ordinates.
And if you have not used any refilming utilities for Quake before, it's now time to start!
Unzip ReMaic Studio into your main Quake directory. Run rs map to place cameras in the level map.bsp, or enter the remstud subdirectory and run ReMStud.exe to start refilming.
When you use the Quake engine to record a demo, it notes down the important events in the world surrounding you. These include the positions of other entities, the sounds that are played, and other assorted effects. The demo also notes the direction you were looking in. On playback, Quake remodels the world from the list of events that it has and displays it from the recorded perspective, using the game engine to render the scene just as if you were there for the first time.
This means that we can change the perspective from which a demo is seen quite easily, since the events themselves that make up the demo are not very dependent on your perspective when you recorded it. (But note that there is some dependency - only events within the same "visibility leaf" as the original view are recorded.)
A good way of specifying new camerawork for an existing recording is via a script of camera instructions that we call a screenplay. The original ReMaic used this mechanism for refilming; ReMaic Studio reimplements all the screenplay functionality of ReMaic. For details of possible screenplay instructions, you should read the appropriate section of the ReMaic documentation. ReMaic Studio is fully compatible with ReMaic v4.
Rather than writing a screenplay by hand, you can also generate a screenplay for a recording automatically from information about fixed cameras. When you place cameras using ReMaic Studio, you define a trigger for each camera. The trigger is a rectangular area within the level, and the camera bound to a trigger is activated when the player passes through the trigger.
ReMaic Studio then refilms a demo by checking during each frame if a player passed through one of the camera's triggers. If he did, the associated camera is activated. If there is a direct line from previous camera to the new one, the camera view will glide from its previous position to the new one, otherwise it will cut instantaneously.
To get the best of both worlds, you can automatically generate a screenplay or series of screenplay fragments as a first step to take advantage of the convenience afforded by set cameras, and then alter these by hand, adding extra effects and fine-tuning the details to take advantage of the flexibility provided by screenplays.
Run the batch file rs.bat with the name of the map on which you wish to place cameras in order to start. ReMaic Studio will automatically check if you have already placed cameras for that level, and if you did - it will load them.
While you're in the camera positioning mode, the level may look a bit strange; there are no doors or plats, and the light is turned on. This is done to make it easier to navigate through the level.
While you are using the mod, the following new console commands are available to you. Most are bound to keys.
RemStud.exe offers you a few dialogue boxes to enter some data:
There are also some check boxes:
demtool -o
.]demtool -b
.]demtool -c
.]demtool -m
.]demtool -v
. Warning: this feature is
untested, and probably has some errors. If you find any, please report
them. In the mean time you could still use
DemTool to do the FOV compression instead]demtool -u
.]demtool -f
.]demtool -p
.]Follow the instructions below to learn how to perform basic refilming tasks with ReMaic Studio.
Let us suppose that you have a recording made on the e1m1 level, placed in the ReMaic Studio subdirectory and named e1m1.dem, that you wish to refilm.
There will probably be newer versions of ReMaic Studio, so please check the ReMaic homepage from time to time. If there is a feature you think might be useful in ReMaic Studio, or if you find bugs, please send your ideas / opinions / bug reports to the program's author, warkosign@intertaxi.co.il. (Anything sent to the main ReMaic e-mail concerning ReMaic Studio will simply be forwarded on there, so you are better to write directly to WarKosign.)
ReMaic Studio was created by Priborkin "WarKosign" Roman, but was also based on many existing programs:
The splash screen was created by Evan Wagner for original ReMaic.
This documentation was written by Priborkin Roman & Anthony Bailey.
And of course nothing would have happened without Quake, by id Software. (Quake is a registered trademark of id Software.)