Jump to content

Well I’ve been getting some requests for updates. I haven’t posted more because the situation is still the same; I’m still busy on the next CP episode and the website is still in development. I know It might seem like I’m not doing anything, but I’ve actually been making a lot of progress; it’s just an inherently slow process to produce episodes at the quality level I strive for in Civil Protection. Each episode is much more than just recording and editing, it’s more like a minature mod for the game.

On that note, I’ve been getting pressure on all sides to produce more episodes of Freeman’s Mind. I’m still not producing any more until I finish the current CP episode, but after that, I may alter my plans to make it first priority and have them come up at a much more rapid rate. Many of you have said you prefer it over Civil Protection. I think you’re only saying that because you don’t know everything I have envisioned for the series. My imagination far exceeds my production capacity. On that same note however, I’m not even attempting the “jaw dropping” episodes in the near future because of how much more work they would entail. So due to the time involved with making those, I’ll probably focus on easier projects, like FM. In the meantime, I’ll continue blazing away on the next episode.

The next part of this post only applies to 3D graphics geeks, so you can skip it if you’re just here for the videos. The glitch I’m listing below will NOT hold up production on the next episode.

- - - - - - - - - 

I’ve run into a minor nuisance in production that simply hasn’t gone away. I’m a sucker for antialiasing; I think it cleans up the look of a 3D scene immensely. However I’ve gone through multiple generations of graphics cards and keep running into the same glitch when I enable antialiasing. For lack of a better term, I’m calling it “shimmering”. This glitch seems to be especially noticeable in the Source engine in certain situations. It’s similar to looking at a road in the distance on a hot day, giving the illusion of a puddle. It causes lines or gaps or something to be rendered that should not be there. It only happens for me for surfaces in the distance with antialiasing enabled. It’s best seen in motion, but it’s noticeable in screenshots. I recommend downloading “On A Rail” if you want to see it in action. Here is an example where it occurs from that video:


That’s not just a reflection from the lights, this glitch occurs in 100% dark tunnels. While I’m on a Geforce 8800 right now, this has happened to me on multiple cards in the past and I’ve witnessed it happening on a friend’s computer with a Radeon 4850. The ONLY solution I’ve found to this is to either turn off antialiasing completely or to render the scene using supersampling entirely; no multisampling whatsoever. This is not an ideal solution as supersampling is immensely slower and requires too much memory to hit the same quality levels as other antialiasing methods. If ANYONE knows what’s causing this or can demonstrate a solution, please contact me at [email protected] or post here.

Feel free to test this for yourself! If you have a copy of Half-Life 2, a good spot to test this is on the first canal level (d1_canals_01) looking back at the dark train tunnel you see once you get outside. Here’s an example of the effect for that level:


If this problem doesn’t affect you, great, but I’m trying to find out WHY. Ask people who know a lot about 3D graphics. Ask ATI. Ask Nvidia. Ask on tech forums, it’ll be a favor to me. Again, this glitch won’t hold up production of any episodes, it’s just a personal quest of mine to find out how to fix it and I’m hoping someone out there knows more about it than I do.

Viewer Carl Johnson (not the one from Grand Theft Auto) has made me aware that disabling AA and AF through the driver control panel, then setting the AA settings in-game will prevent this problem on ATI cards. Unfortunately I tried this and it didn’t seem to have the same effect for me (since I’m currently on an Nvidia one), but that’s encouraging to know this is fixable.

Hey people, I wanted to let you know progress is still underway on the next CP episode. It’s turning out well, but as usual, seemingly simple things are becoming much more complicated than they should be. I still haven’t run into any show-stopping bugs, there’s just a lot of little elements to take care of in this episode to make it feel more complete. I’d post screenshots or clips from it so far, but I really hate having things spoiled for me personally, so I try to do the same for the viewers.

The new website has been very close to launchable for a while now, but I want to have the look of some of the pages altered to be as easy as possible to navigate, plus the guy coding it has had a lot of behind the scenes revisions to make. Right now it’s sort of a race between us as to which will happen first, the new website launching, or the next CP episode being released.

I’ve been reviewing some of the subtitles submitted to me and while I appreciate the effort of people who have submitted, some of the timing or spelling/grammar has been so erratic that it almost creates more work to correct it than it does to create them from scratch. If you’re interested in contributing subtitles to Civil Protection or Freeman’s Mind, please contact me at [email protected] Also this is just for English copies at the moment. While I plan to fully support subtitles in other languages, I want to get the English copies done first so translators have the best source material to work from. Be sure to contact me before making them, just so no one ends up duplicating the work.  

Also I’ve posted the answer before and I plan to have it be on the FAQ of the new website, but since I keep getting these questions over and over again, I’d like to make a post about this. Many people have asked will I continue Freeman’s Mind to completion, through Half-Life 2, and switch to the Black Mesa mod. The answer to all of these questions is maybe. If people decide they get tired of the format, I don’t want to promise I’ll continue something that no one wants, but for the time being I can’t see a reason to stop it. 


I think I now have enough offers to transcribe subtitles, thanks to everyone who’s shown interest.  I’ll make another post when I’m ready for subtitles in other languages.

It’s come to my attention that some of the downloadable copies of the Freeman’s Mind episodes are disappearing.  I’ve notified the host, so hopefully this will be resolved before too long.


640x480 WMV (90MB)
Well here’s the proof some of you were waiting for that I didn’t kill off Freeman permanently. This is the longest episode so far, I normally would have made it shorter, but I figured you guys might get sick of seeing the same elevator shaft 3 episodes in a row.

Unfortunately for some, the gap between 11 and 12 is going to be longer than usual because I really want go get back to Civil Protection. The latest episode is well underway, though it’s gotten more ambitious than I originally intended from a technical perspective. So far there haven’t been any show-stopping bugs like I’ve gotten a lot in the past. Once I’m done with that, I want to get at least get a good chunk of work done on the new pilot episode before I do another FM episode, so it may be a few weeks before you see another one. The upside to this is that things are starting to come together more on the animation end of things for CP, so you may start seeing a lot more shorter episodes of that in the forseeable future.


Well this is kind of late in announcing, but here it is anyway. The second and final guide from me is now out! This one is called
Source Machinima Cinematography.
The other guide, Choreography, focused almost exclusively on animation. This guide covers pretty much everything else involved with making a machinima film in the Source engine. If you want to know exactly how I process everything after I have it animated, this covers all the steps. It covers recording methods, camerawork, audio/video editing, and even some bits on getting ideas and writing scripts. In my opinion, the most valuable parts of this guide are being able to create custom camerawork (which includes slow motion), recording without any dropped frames, and my secret recipe for motion blur. And like the other guide, I didn’t set the price on this, but I did try to make sure it was as thorough as possible.

And for everyone waiting on FM, CP, and the pilot episode, I’m working on them; asking daily about it really has no impact on the production time.

  • Create New...

This website uses cookies, as do most websites since the 90s. By using this site, you consent to cookies. We have to say this or we get in trouble. Learn more.