Real-Time Movie Studio v1.1 - Manual

 
Document Title Real-Time Movie Studio - Manual
Author Tuomo 'Tuco' Korva
Web http://www.planetunreal.com/reactor4
E-mail reactor4@planetunreal.com
Version 1.1
Release Date July 9th, 2001
Description

This document goes through all features of RTMS 1.1 in detail from the user interface to the functionality of the movie objects.

 

Manual Contents

 
1. Introduction
2. Requirements & Installation
3. Getting started
4. Using RTMS
5. Movie structure

6.0
6.1
6.2
6.3
6.4
6.5
6.6
6.7
6.8
6.9
6.10
6.11
6.12

RTMS Object Reference
Act
Scene
Scene events
Camera
Camera Events
HUD Events
LocMarker
Pawn
Pawn Events
Motion Sequence
Paths
Path nodes

7.
7.1
7.2
7.3
7.4
Recording movement
Basics
Doing movement recording
Recorded keys
Recorded exec functions
8.
8.1
8.2
8.3
Other mods and RTMS
Using other mods
Using RTMS with StrikeForce
Activating RTMS movies from maps using triggers
9. Finishing & Publishing the Movie
10. Release notes & Version history
11. Links
12. Credits

 

 

1. Introduction

 

Real-Time Movie Studio (RTMS) version 1.1 is a tool for Unreal Tournament which allows people to make impressive cutscenes using the game engine. Features include:

  • Windows-style interface makes RTMS easy to use. You don't need any additional software and even the use of UnrealEd2 isn't necessary.
  • Use any Unreal Tournament level you want as the set for your movie. All movie editing will be done in-game, so you don't need to add any special actors to the level in the editor. Of course you can save your movies and edit them later.
  • Unique player motion capture technique allows you to "play" the roles of different actors in the scene one by one. You can use as many takes as you want to get it right.
  • Four different event types (HUD, pawn, scene and camera) make it easy to use special effects like slomos, explosions, fades, picture in picture and gravity changes in your movies.
  • You can use your own player classes, models, weapons, images, music and sounds in RTMS.

 

2. Requirements & Installation

 

Requirements

You need a retail version of UnrealTournament to be able to run Real-Time Movie Studio. It's also recommended that you have the latest version of UT (as I'm writing this the latest is v436). You also need some hard drive space, but the RTMS packages are relatively small (less than 2 Mb)

Installation

UMOD: Uncompress the zip file and double-click the file RTMS11.umod
Non-UMOD: Uncompress the zip file to your UnrealTournament directory

Uninstallation

UMOD: Run setup.exe in the UT\System directory and choose to uninstall RTMS.
Non-UMOD: You have to delete RTMS files by hand. The file list is in the RTMS_Readme.htm.

 

3. Getting Started

 

Tutorial

Since this file is not a tutorial but a manual describing the whole RTMS, I suggest you read this manual once through and then get some hands-on experience about movie making with RTMS. There should be a tutorial file named RTMS_Tutorial.htm located in your UT\Help directory which has detailed instructions for making your first movie.


The Basic Concepts

A couple of terms which are used a lot from now on:

  • Movie: A movie consists of one or more acts.
  • Act: Consists of one or more scenes.
  • Scene: Consists of events, actors, etc.
  • Saved game: Consists of one act. Technically a normal UT save game file located in the "UT\save" directory. The file extension is .usa.

Planning the movie

Although I'm not an expert in this field, I think it's a good idea to plan the movie a bit before starting up RTMS. Here are a couple of things you should think about:

The story/plot of the movie is very important. Can of course vary from making a nature document about the life of Nali cows to making a fullblown action flick.

Based on the story/plot you should now know what kind of sets you need for the movie. Maybe you can use some already existing maps instead having to build them from scratch ?

Choosing a set for your movie

Before you start making the movie you must get a set for your movie. The set can consist of one or more maps. You can either use an existing UT map (DM_Morpheus, for example) or a map from the Internet (don't forget to ask the level author's permission if you are planning to publish the movie!). You can also make a map of your own and use it in the movie. You don't need to add any special actors to the map you are going to use in the UnrealEd. A map that works in UnrealTournament also works in RTMS.

You can link the movie to use many maps so that all the acts of your movie don't have to happen on the same map. You can even use for example Map #1 for your first act, then use Map #2 for the second act and after that use Map #1 again for the third act ending the movie there.

Important info about modifying and saving in maps in UnrealEd2 after using them in RTMS
Because RTMS uses Unreal save game files to save the acts, you can't modify the map you have used in the saved act. If you modify the map, the changes you made to the map won't appear in the saved act.

If you need to make changes to some original map, you must save the map with a different name and use that in your movie. Original maps can't be modified in UnrealEd2, saved over the existing version and then used in the movie - they won't work in multiplayer games after that ! You have been warned.

Starting RTMS

After you have a ready map for your act, you can start using RTMS. You have a couple of choices:

Original map

If the the map is some original map of UT and/or it is used in normal DM/CTF/ etc. games and it appears on the map lists of UnrealTournament Practice session, do the following to start act editing:

  • Go to Start practice session
  • Choose gametype as Real-Time Movie Studio
  • Choose map as the map you want to use as the set for your act
  • Choose number of bots as 0
  • Select all other settings (mutators, air control, game speed, etc) as you want
  • Start the game

Custom map

If the map is custom-made to be used just for your RTMS project and it is not going to be used for playing any kind of match, do the following to start act editing:

  • Start UnrealEd2
  • Load the custom map into the editor
  • Go to View -> Level Properties -> LevelInfo. Put rtms_v11.rtms_gameinfo to the defaultgametype
  • Save the level and start it up from the editor.

 

4. Using RTMS

 

When the map has started

After that map has loaded with RTMS as the gametype:
- You should be able to move normally on the map.
- The HUD is empty
- There are no bots running on the level.
- There shouldn't be any music playing on the background
- The act is automatically initialized and it contains by default one scene which is set as active scene.
In RTMS you always edit one scene from one act at a time.

Using the main menu

RTMS uses the mouse-controlled voice menu system of UT as its main menu. To activate it, just press and hold key the "Show Voice Menu" key (default: "V"). To select a menu item, simply left-click on it with your mouse and release the "V" key. A list of menu categories:

File

  • Load opens the Load Window window which allows you to load previously saved scenes.
  • Save opens the Save Window window which allows you to save the movie.

Add

  • Pawn adds a pawn to the active scene.
  • Camera adds a camera to the active scene.
  • LocMarker adds a location marker to the active scene.
  • PathNode adds a path node to the active path
  • Plate adds a plate to the active scene

Play

  • Play - Active Scene plays the active scene.
  • Play - Movie plays the movie.
  • Play - Final Movie plays the movie from the start with debugging options turned off.
  • Stop stops the play and movement recording returning RTMS to editor mode.
  • Pause pauses the movie.

Properties

  • Movie opens the Movie Properties Window.
  • Active Scene opens the Active Scene Window.

Actions

  • Walk changes editor player's movement mode to walking. Can also be activated from the UT console with the command "walk".
  • Ghost changes editor player's movement move to flying. Can also be activated from the UT console with the command "ghost".
  • Clear Decals clears all decals (body parts, bullet holes on the walls, etc.) from the map.
  • Clear Carcasses clears all carcasses on the map.
  • Delete actors brings up a window showing a list of actors near the player at the moment. Clicking an actor on the list deletes it from the map. Be careful not to delete any important actors because you can mess up the level quite easily with this feature, making your movie "unplayable". This feature is not used to edit RTMS objects, but instead other objects like medkits and weapon pickups which can't be deleted in any other way in the game.

Exit

  • Exits the map & UnrealTournament without saving anything.

Editing the properties of RTMS objects

To edit the properties of different RTMS objects which are added to the map (pawns, cameras and locmarkers), press and hold the "V" key when you can see the object to be edited and you are less than 20 meters away from the object. A menu item containing the type and ID of the object is shown in front of the object. Click the menu item and release "V" to show the properties window of that RTMS object.

Shortcut keys

There are a couple of shortcut keys that really save time when editing scenes. You can define the RTMS shortcut keys from Options->Preferences->Controls menu under the Real-Time Movie Studio section. The keys are explained below.

Play/Stop key is used to start the play of active scene if you are in the editing mode. If you are playing the movie, the active scene or you're doing movement recording, pressing this key stops everything and takes you back to the editing mode. The play corresponds to the play active scene in the main menu and stop corresponds naturally to the stop menu item.

Set moving speed key allows you to change your moving speed while in editing mode. So if you have a big map and you need to get to the other side of it, use this key to set your moving speed faster.

Console commands

Here are a couple of RTMS defined console commands that help you when editing the movie. To bring up the console hit TAB key, type some consolecommand and hit enter.

SilenceAmbientSounds is used to silence all ambient sounds from the map
ActivateAmbientSounds is used to bring the silenced ambient sounds back
Cleardecals clears the bullet holes, explosion marks and bloodpaths from the level
ClearCarcasses clears the carcasses from the map
AddEventInfo <eventclasscontainer> can be used to define new user-programmed events to RTMS.

Some of the most used consolecommands while editing are Fly, Ghost and Walk. For more consolecommands see "UnrealTournament console commands" document available at unreal.epicgames.com

 

5. Movie structure

 

A movie made with RTMS is basically a collection of objects organized in a hierarchy. The following picture describes the hierarchical structure of a movie:

 

6. RTMS Object Reference

 

Below are the descriptions for the most important objects in RTMS. Most of the properties of objects are quite self-explanatory.

6.1 Act

Access: Main Menu-> Properties ->Act

Description: Act object holds general information about the act and is also a container for the scenes of the particular act. One save game file holds always just one act object. An act object can contain one or more scenes. When you enter a map using the RTMS for the first time, one act object will be automatically added to the map.

When you save your act from the save window, a file named saveX.usa appears in your UnrealTournament\Save folder where Xis a number from 0 to 14. This is the same number that you used in the save menu to save your act. It is recommended that you sometimes take backups of your acts to a different folder especially when you are working on multiple acts at a time. When you have finished your act, it is recommended that you rename the final version of your act to something else than saveX.usa using normal Windows explorer. You should use the name of your movie when naming your acts, for example TucoMovie_act1.usa, TucoMovie_act2.usa, etc.

You can play your acts with a very simple procedure when you aren't running UnrealTournament: just doubleclick on the save game file. If Windows asks for a program to open the file with, browse to UnrealTournament.exe located in your UT\System directory and press OK.

Adding: You can't add acts to your movie from the RTMS menus since one save game file corresponds to one act. So to add new acts to your movie you have to do an act to some map and save it to. Also see the next paragraph about linking acts together.

Linking several acts: Acts can be linked using ConsoleCommand scene events. To link your act to a new act use the following command in the consolecommand event with the proper save game name:
"open ..%%save%%NaliCowRevengeI.usa".

Act window:

Properties page  
Author Author's name.
Description User defined description.
Version Version number of Act. For version control.
Active Scene

In RTMS you always do the movie editing for one scene in one act. This scene is known as "Active scene".This value shows the IID number of the currently active scene. When you want to change the active scene of your act, do it by changing this value to the ID of the scene you wish to edit.

Debug Movie Info Show debug info in HUD like time, camera ID, etc. This property is set to false by default when your movie plays in final mode.
Show Subtitles Display the subtitles defined in the Pawn Sound events when playing movie.
LetterBox Use letterbox display when playing the movie.
LetterBox Height Height in percentages of the letterbox in relation to the screen height, Default is 0.15
Interaction distance The distance from which you can access the properties of RTMS objects. The default is 400.
Active path The ID number of the currently active path for cameras.
Motion Sampletime The sample time used in the motion capturing of mouse movement. The smaller this time is, the more accurate the mouse movement is in playback and saves also more data which increases the save game file size. The default value is 0.06 seconds. This number should depend on your framerate, meaning that for example with a framerate of 80 you could have a motion sampletime of 0.03 to 0.05 to get the most accurate results.
Silence footsteps, weapon select, weapon fire Check corresponding alternative to silence some particular sounds from your act.

Scenes page Has information about the scenes in this act.
- Press add button to add a new scene.
- Press ID button of some scene to edit its attributes.
Your act will always contain at least one scene. Deleting of all scenes is not possible.
Paths page Has information about the paths in this act.
- Press the add button to add a new scene
- Press ID button of some path to edit its attributes.
Inventory page Definition for the loaded event weapons & items

From this page you can define the loadout (weapons & items) for the loadout of pawns. Use weapon and inventory slots 0 to 29 to define items by using their class name.

- Press "Reset to UT defaults" to reset the inventory items to the UT default inventory.

Using the general weapons you can make new weapons to your act or use some predefined ones. The predefined general weapons consist of weapons from StrikeForce 1.60. Note that you need StrikeForce 1.60 installed on your machine to be able to use the SF weapons.
- Press the edit button to edit the general weapon selected in the combobox
- Press the Add to loaded button to add the general weapon in the combobox to the loadout to the first empty weapon slot.


6.2 Scene

Access: Main Menu ->Properties->Active Scene

Description: Scene is the basic building block of the movie. In RTMS you can only start the playback/record from the starting point of the scenes. Scenes shouldn't be too long: it takes more and more time to view the end of the scene while editing. If you want then to view the end of the act, you don't have to view the whole act to see the end, instead you start the act playback from the last scene. Act contains always one or more scenes and in the editing mode one of the scenes is always the "active scene" which you edit.

Scene contains all it's own objects (like pawns, HUD events, scene events, pawn events, cameras, locmarkers, etc) Scene can only use it's own objects so for example you can't use any cameras of scene #1 in scene #2. We usually make scenes about 5 - 60 seconds long.

Adding: Main Menu -> Properties -> Act -> Scenes page -> Add button

Scene Window:

Properties page  
ID Identification number of scene.
Author Author's name.
Description User defined description.
Version Version number of scene. For version control.
Time from start Scene activation time in seconds from the start of the act. Two scenes can't have the same start time. Notice that you can actually change the starting time of your scene. This enables one great thing, you don't have to build the scenes in any particular order ! You can start from the end scene and work your way to the first scene if you want. You can replace one scene with another or put a new scene between two already built scenes.

HUD events page Has information about the HUD events in this scene.
- Press add button to add a new HUD event.
- Press ID button of some HUD event to edit its attributes.
Shot list page Has information about the shots in this scene.
- Press add button to add a new cut-to event.
- Press ID button to edit some cut-to event's attributes.
Scene events page Has information about the scene events in this scene.
- Press add button to add a new scene event.
- Press ID button to edit some scene event's attributes.
Objects page  
Select the object type from the combobox (camera, locmaker, pawn) and then press some ID button to edit the attributes of the selected object.

Tip:Cutting between cameras

Cut-to events are used in the movie to make cuts between different cameras. Cut to event has just a couple of properties: Time from start is the time from the start of the scene in seconds when the view cuts to the camera or pawn with the ID defined in the cut-to event. Notice that there isn't a lasting time in the cut-to events so the view stays in camera/pawn defined in the latest cut until the next cut-to is made.

The cut-to events are added from the active scene window's shot list page. This means that each scene has it's own cut-to events and you can't cut to cameras in different scenes.

6.3 Scene Events

Access: Main Menu ->Properties->Active Scene -> Scene Events

Description: Scene events are used for making special events in the particular scene. These event consist of sounds, explosions, slomotion effects, etc.

Adding: Main Menu ->Properties->Active Scene -> Scene Events -> Add button

Scene event window:

Common properties  
Type Type of scene event
Description User defined description.
Time from start Events activation time from start

Consolecommand Used for giving consolecommands.
Command

The consolecommand is used to give normal UT consolecommands during the movie. Any % characters in your command will be transferred to \ characters. There are a couple of important things you can do with this command:

- To change the act use the following command with the proper save game name: open ..%%save%%NaliCowRevengeI.usa
- Put "Disconnect" command to the end of your movie to bring up the UT end screen with the end messages.
- "Cleardecals" clears the bullet holes and explosion marks from the level
- "Clearcarcasses" clears the bodies from the level

For more consolecommands see "UnrealTournament console commands" document available at unreal.epicgames.com


Explosion Make an explosion
Explosion class The class of explosion.
Radius The damage radius of explosion
Sound The sound of explosion. Some of the explosion classes already have their own sound effects.
Damage Damage
Momentum The momentum from the explosion
Locmarker ID The ID of locmarker where to spawn the explosion.

Slomo Used for altering speed of time
Value The new value of time (1.0 = normal), below 1 slows down and more than 1 speeds time up.
Fade time Time used to change from current time speed to the target time speed. At the moment causes slowdown so I recommend to use 0 as fadetime.
Relative Whether the time change is relative or absolute. In relative the change is calculated from current time speed and in absolute the value given in this event is the new value set for speed of time.
Use slomo with extreme caution as it affects to the time line and starting times of different events in the act. If you slow time to half of normal, an event starting in 4 seconds takes actually 8 seconds to start because of slomo...

Sound Plays a sound.
Sound name Package name.Group.SoundName
For example Botpack.Boss.BDeath1
To listen and get the sound names used in the UT, go to UnrealEd2 and use the sound browser.
Play button Click to play the sound defined in sound name.
Slot Sound slot where to play the sound. Slots are none, misc, pain, interact, ambient, talk and interface. Note: If you play a sound on slot none, it can't be stopped.
Volume Volume of sound (1 = normal, use values 0.1 - 3)
Pitch Pitch of sound (1 = normal, use values 0.1 - 5)
Radius Radius of the sound (10000 = relatively big room). When adding music, use 999999 so that music is heard everywhere.
No override Don't override the sound when played. Don't know exactly what this does but it's in the UT playsound options so I added it here, too...

Spawn Spawn an actor to some locmarker
Class The class what to spawn. Packagename.classname
For example "botpack.chainsaw" or "UnrealI.nali"
To see the complete list of classes, go to UnrealEd2 and use the Actor class browser.
Locmarker ID The id of locmarker where to spawn the actor.

Trigger Trigger some event on the map
Tag The tag of the event which to activate. You can see events of the map from UnrealEd2.

Zoneprops Modify gravity and groundfriction of the map. Note that all zones on the map will be affected.
GravityZ, GravityY, GravityZ The gravity of map. Default is GravZ=-950.
VelX, VelY, VelZ The velocity given to panws on this map. Use when you want to simulate wind for example.
Groundfriction The groundfriction. Default is 8. Smaller value for less friction and bigger for more friction.

 

 

6.4 Camera

Access: Press "V" when in front of camera -> click on the camera menu item

Description: As in all movies, you need cameras to shoot the scenes. Cameras are always connected to single scene so cameras from scene #1 can't be used in scene2.

In real life you can't move cameras through walls and this rule applies mostly in RTMS, too. Cameras collide with the world geometry always ecept when on a path so you need to move the cameras so that they won't get stuck on the walls,

You can do cuts between different cameras of your scene using the cut-to events. Detailed explanation about cut-to events was made earlier on this document on the chapter about the scene object.

Adding: Main Menu ->Add->Camera

Camera window:

Properties page  
ID Camera identification number.
Description User defined description.
X,Y,Z Location coordinates.
Yaw, Pitch, Roll Start rotation components.
Set start location button Press to set start location of camera.
Set start rotation button Press to set the start rotation of camera.
View from camera button Press to view from camera in it's starting position.

Camera events page Has information about the camera events in this camera.
- Press add button to add a new camera event
- Press ID button of some camera event to edit its attributes

6.5 Camera Events

Access: Camera events -> ID button press

Description: You can control the cameras with camera events. A camera event can only belong to one camera.

IMPORTANT:
Making some camera events active at the same time may cause unexpected results. For example using pan and focus at the same time is not recommended as they both try to modify camera's yaw component. But for example using pan and roll at the same time is acceptable as pan modifies rotation's yaw component and roll modifies the rotation's roll component.

Adding: Camera Events -> Add button

Camera event window:

Common properties Defined on all camera events.
Type Type of camera event
Description User defined description.
Time from start Events activation time from start of this scene.

Circle Makes a circle movement around a locmarker.
Lasts The time the circle lasts in seconds.
Locmarker ID The ID of locmarker used as the center of the circle
Speed The speed to rotate (300 is about walking speed)
Direction Direction of circle movement(left/right)
Focus to center Use to focus camera to the center of the circle

Focus Focus camera on some locmarker or pawn using this event. The use of other camera events which modify camera's rotation is not possible while focus event is active.
Lasts The time the focus lasts.
Focus on The type of focus target, either a locmarker or a pawn.
ID The ID of the focus target.

Follow path Make the camera follow a path. Note that camera's rotation can't be controlled with other camera events during this event.
ID ID of the path to follow.
Lasts The time the follow path lasts.

MoveTo Move the camera
Lasts The time it should take from the camera to get to the destination specified by locmarker id.
Locmarker ID ID of destination locmarker
Rotate to LM rot during move Use to rotate camera to the rotation of the destination locmarker during move.

Pan Pans the camera (changes the yaw).
Lasts The time the pan lasts.
Direction Left or right
Degrees The pan amount in degrees
Relative Whether the view change is relative or absolute. In relative the change is calculated from current yaw of camera and in absolute the value given in this event is the new value for yaw.

Roll Rolls the camera (changes the roll).
Lasts The time the roll lasts.
Direction Left or right
Degrees The roll amount in degrees
Relative Whether the view change is relative or absolute. In relative the change is calculated from current roll of camera and in absolute the value given in this event is the new value for roll.

Tilt Tilts the camera (changes the pitch).
Lasts The time the tilt lasts.
Direction Up or down
Degrees The tilt amount in degrees
Relative Whether the view change is relative or absolute. In relative the change is calculated from current pitch of camera and in absolute the value given in this event is the new value for pitch.

Zoom Zooms the camera (changes the FOV).
Lasts The time the zoom lasts.
Direction In or out
Zoom value The zoom amount (90 = normal view, smaller numbers zoom in and bigger zoom out).
Relative Whether the zoom change is relative or absolute. In relative the change is calculated from current zoom level of camera and in absolute the value given in this event is the new value for zoom.

RotateTo Rotate the camera to the rotation of a locmarker in given time
Lasts The time RotateTo lasts.
Locmarker ID ID of the Locmarker to which rotation camera will rotate to.

6.6 Hud Events

Access: Main Menu ->Properties->Active Scene -> HUD Events

Description: Hud Events enable you to show texts and images on the screen.

Adding: Main Menu ->Properties->Active Scene -> HUD Events -> Add button

HUD Event window:

Common properties Defined for all HUD events.
Type Type of HUD event.
Description User defined description.
Time from start Events activation time from start of this scene.
Lasts The time the HUD event lasts on the screen.
Depth order The depth order in which the HUD events are rendered on the screen. The event having the smallest number in order will be rendered first and event having the biggest number will be rendered last. Letterbox has a depth value of 200 so HUD events with a bigger value will be drawn on top of it.
Horizontal position The horizontal point of HUD event where to position it to the screen (Left / Middle / Right).
Vertical position The vertical point of HUD event where to position it to the screen (Top / Middle / Bottom).
Transparent Render HUD event to screen transparent
Fade in time Fade in time of HUD event
Fade out time Fade out time of HUD event
X The X coordinate in percents or pixels where to place the HUD event on the screen (50% = middle).
Y The Y coordinate in percents or pixels where to place the HUD event on the screen (50% = middle).
R,G, B The color to use when rendering the HUD event.
255 = white(normal) color and 0 = black.

Fade Used for color fades. Just define the color using R,G,B and the fadein, fadeout and lasting times.
Height In percentages the height of the area to fade. By default 100 meaning full screen.
Width In percentages the width of the area to fade. By default 100 meaning full screen.

Image Show images on the screen
Image package The texture to use. Packagename.group.texturename
For example botpack.effects.sparky
To see the complete list of textures, go to UnrealEd2 and use the Texture browser.
Size X The X size of texture in pixels
Size Y The Y size of texture in pixels
Start draw X The X coordinate in pixels of texture where to start drawing
Start draw Y The Y coordinate in pixels of texture where to start drawing
Draw X How many pixels in X will be drawn
Draw Y How many pixels in Y will be drawn

Mesh Draw a 3D object a.k.a mesh to the screen
Mesh Name of the mesh to draw. For example Botpack.Armor2M. Check out the Mesh Browser in UnrealEd2 to see names of the available meshes.
Drawscale Drawscale of object.
RotYaw, RotPitch, RotRoll Rotation of object on the screen
LocX,LocY,LocZ Location of object on the screen
MS0 - MS3 Multiskins0 - Multiskins3 for objects using multiple skins
Skin The skin value of object

Portal For picture in picture effects
Type The type of objects acting as the camera. Can be either camera or pawn.
ID ID of the object acting as the camera.
Width Width of the portal, either in pixels or percentage.
Height Height of the portal, either in pixels or percentage.

Text Show text on the screen
Font Font of text (Tahoma10, Tahoma20, Tahoma30, TahomaB10, TahomaB20, TahomaB30, UTFont12, UTFont24 and UTFont40).
Line1, Line2,Line3 The lines of text rendered on the screen. The positioning of text will be made according to the first line of text.

6.7 Locmarker

Access: Press "v" when in front of locmarker-> click on the locmarker menu item

Description: Locmarkers are used on the map to mark points and rotations used by other RTMS objects.

Adding: Main Menu -> Add -> LocMarker

Locmarker window:

Properties page  
ID The identification number of this locmarker.
Reference count The number of other RTMS objects using this one.
Description User defined description.
X,Y,Z Coordinates of this locmarker.
Yaw, Pitch, Roll Rotation of locmarker.
Set location button Press to set the location.

 

 

6.8 Pawn

Access: Press "v" when in front of Pawn-> click on the Pawn menu item

Description: Pawns are the "human" actors of your scene. They are moved using motion sequences which are discussed later in this document.

Adding: Main Menu -> Add -> Pawn

Pawn window:

Properties page  
ID The identification number of this pawn
Player class The class of this pawn, use only classes derived from class playerpawn. Packagename.classname. For example botpack.TMale1
To see the complete list pawn of classes, go to UnrealEd2 and use the Actor class browser.
Lasts Lasting time of pawn. Note that pawn stays on the play even if a new scene is activated.
Multiskin0 - Multiskin3 The skins of this pawn, if multiskinned
Skin The skin of pawn if single skinned
Override mesh Name of mesh you wish to override the original mesh of the current playerclass.
Drawscale Starting drawscale of pawn. Use -1 to mark that original playerclass drawcale will be used instead of this value.
Coll height & radius Starting collision values of pawn. Use -1 to mark that original playerclass collision values will be used instead of these value.
Scale glow Starting scaleglow of pawn. Use -1 to mark that original playerclass scaleglow will be used instead of this value.
X,Y,Z Starting coordinates of pawn.
Loaded on start Use to run a pawn loaded event in start of activating this pawn.
Start weapon When using loaded on start, use this value to select the starting weapon
Set as default pawn values Press to set the values of this pawn to the default pawn values. These values will be set to the new pawns which you add to the scenes in the future.

Pawn events page  
Has information about the pawn events in this pawn.
- Press add button to add a pawn event
- Press ID button of some pawn event to edit its attributes

Motion seq. page  
Number of mot. seqs Number of motion sqeuences
Record button Press to start motion recording
Start Start time of motion recording
Lasts Lasting time of motion recording
Rec view When recording, either use camera view or 1st person view.
ID Identification number of motion sequence.
Time from start Sequences activation time from start of this scene.
Lasts Lasting time of motion sequence.
Type Is always motion sequence.
Description User defined description.

6.9 Pawn Events

Access: Pawn events page -> ID button

Description: Hold the info about pawn events.

Adding: Pawn events page -> add button

Pawn event window:

Common properties  
Type Type of camera event
Description User defined description.
Time from start Events activation time from start of this scene.

Animation Do some animation on pawn. For death use TakeDamage event rather than this one.
Animation Name of animation.
Type Type of anim (playanim, loopanim, tweenanim)
Animrate Animrate (1 = normal)
Tweentime Tweentime of animation.
Minrate Minimum rate of animation
Animend disabled The lasting time animation end event is disabled from the start of animation. Use when you want to loop some animation many times and don't want it to end.

Change skin  
Multiskin0 - Multiskin3 Textures to be used for multiskin pawns.
Skin Texture to be used for single skin pawns.

Drawscale  
Drawscale New drawscale of pawn

God Do some cheating event on pawn
God Toggle no damage mode on pawn
AllAmmo Give ammo to all weapons of pawn
Fly Turn on fly mode
Invisible Toggle on/off invisibility
Walk Go back to walk mode from Ghost/Fly
Suicide Do a suicide exec event
Ghost Basically same as invisible but allows pawn to fly too.

Loaded Give pawn all weapons defined in the act inventory page

Mutesound Give pawn all weapons defined in the act inventory page
Lasts Lasting time of mute
Mute pawn Mute sounds pawn itself makes
Mute inventory Mute sounds of the pawn's inventory (weapon sounds, selects, etc.)

Setlocation  
Locmarker ID ID of locmarker where to reposition pawn.

Sound Pawn plays a sound
Sound name Package name.Group.SoundName. For example Botpack.Boss.BDeath1
To listen and get the sound names used in the UT, go to UnrealEd2 and use the sound browser.
Play button Press to play the sound.
Subtitle, subtitle2 The subtitle lines shown on the screen when this event is activated
Subtitle lasts Lasting time of subtitle lines are shown on the screen

Speed  
Speed value How much speed will be give to the pawn. 3000 is about 5 metres.
Locmarker ID Speed will be given towards this locmarker.

Takedamage  
Damage Amount of damage to be given
HitlocX, HitlocY, HitlocZ Hitlocation of damage
MomentumX, MomentumY, MomentumZ Momentum when damage taken.
Type None, Decapitated, Burned, Corroded, Drowned or Fell

6.10 Motion Sequence

Access: Motion sequence page -> ID button

Description: Motion sequences store the information about the keypresses and exec functions. One recording session always stores it's info to one new motionsequence. See the chapter about recording movement for more info on motion sequences.

Adding: One new motion sequence will be automatically added to pawn when you record movement for it.

Motion sequence window:

Properties page  
ID ID of this motion sequence.
Description User defined description.
Time from start Sequences activation time from start of this scene.

6.11 Paths

Access: Act window->Paths->ID button

Description: Spline paths are used in RTMS at the moment just for cameras. Paths should be considered an experimental feature and I suggest using the other camera events for moving cameras. If you choose to use them anyway, they should work OK as long as you remember a couple of things:

- Path must always have at least 3 path nodes or more. If path has less than 3 nodes, the path won't work and the act can get messed up when playing it with paths having less than 3 nodes. When your path has three nodes, a flying marker will start following the path indicating the path when in editing mode.

- Unlike with all other objects, paths are defined for the entire act, not for some scene. So multiple scenes can use same paths.

Adding: Act window->Paths->Add

 

6.12 Path Nodes

Access: Press "v" when in front of PathNode-> click on the PathNode menu item

Description: Paths are defines using the pathnodes.

Adding: Main Menu -> Add -> Path node

 

 

 

7. Recording movement

 

7.1 Basics

RTMS uses a player motion capturing technique to move pawns in the scenes. Movement is recorded into an object named motion sequence. A pawn can have multiple motion sequences which are activated one after another. Also keyframes are used for making sure that pawn movement looks always almost the same. A keyframe contains pawns location, rotation and viewrotation information.

Pawn motion will play a bit differently almost every time you play the scene. This is caused by the fact that mouse motion is very hard to capture accurately so some compromises have been made. However, you can control the sampling rate of the mouse capturing from the act window's Motion sampletime value.

Another thing you should be careful is the use of slomo events when doing motion recording.

7.2 Doing movement recording

To activate movement recording go to the Motion Sequences page on the window of the pawn you wan to record movement. Set the following attributes:
* Start : Start time of movement recording from the start of the scene
* Lasts : Lasting time of movement recording
* Rec view: The view used when recording, either 1st person or camera.

After setting the recording attributes hit the record button. The scene is played normally to the time where movement recording starts. After this your view is changed to the view specified in Rec view and movement recording starts. Now you are free to act the part of the actor and do the actions you want. Recording ends when the lasting time is passed or when you choose Play/Record->Stop.

7.3 Recorded keys

The following keys presses are recorded automatically in movement recording:
Fire, Alternate fire, Move Forward, Move Backward, Strafe Left, Strafe Right, Turn Left, Turn Right, Jump/Up, Crouch/Down, Walk and Mouse movement.

7.4 Recorded exec functions

The following exec functions will be automatically recorded in movement recording: taunt, feigndeath, grab, throwweapon, prevweapon, nextweapon, mutate, activateinventoryitem, switchweapon, getweapon, previtem, activateitem, suicide, fly, walk, ghost, allammo, invisible, god and summon.

 

8. Other mods and RTMS

 

8.1 Using other mods

RTMS supports the use of any kind of actors in the movie. The actors here mean the objects derived from the class "engine.actor" in the UnrealTournament object hierarchy. This means that in theory you can use any mod with RTMS to make the movie. However, it depends quite a lot on the mod itself and it's objects if they happen to work with RTMS.

However, there are a couple of things in some of the mods that RTMS does not like. Some mutators like MatrixMoves user their own playerclasses to replace the original ones used by the players. Since RTMS uses it's own playerclass when editing the scene, the used mods must not replace/override this player class at the map startup. If they do this, you can't edit the scene.

RTMS also requires that you use RTMS as gametype. Since some of the mods use their own gametypes, it is not possible to use that mod in RTMS the normal way. You might be able to use objects/inventory items of that mod but that requires a bit of knowledge about the objects of that mod and how they work without the right gametype for them.

8.2 Using RTMS with StrikeForce 1.60

RTMS v1.1 supports the use of StrikeForce 1.60 to some degree. The maps, weapons, sounds, models and graphics of SF can be used in RTMS movies. Here are instructions to use SF in your movie:

1) Make sure you have StrikeForce 1.60 or later and RTMS v1.1 installed on your UT.
2) Copy "strikeforce.ini" located in your UT\System directory with name "strikeforce2.ini" to the same directory
4) Edit "strikeforce2.ini" file and in [Engine.Engine] section change console from SFMenu.SFConsole to UTMenu.UTConsole

To start editing a movie:
- Edit "Edit_RTMS_SF.bat" located in UT\Help directory and change the map in the command to the one you wish to use in your movie. Also make sure the file path to your unrealtournament.exe is correct.
- Run the "Edit_RTMS_SF.bat" file. The SF map you choosed should appear with RTMS v1.1 as the gamemode and you should be able to make your movie as normal.

Loading saved movies or playing finished ones:
- Edit the "Play_RTMS_SF.bat" located in UT\Help directory and change the movie name to correct one. Save the bat file with a different name (like you movie) so that the original bat file does not get replaced on people's machines.
- Run the "Play_RTMS_SF.bat" file. The movie should play.

Weapons: The weapons of StrikeForce are generated as general weapons into RTMS. You can activate them by going to the act window->Inventory page and add the SF weapons from the combobox to the weapon classes on the left. You might want to remove the UT default weapons from the slots first.

Player models: To use StrikeForce player models just give appropriate values to the override mesh and multikins of pawn properties. Here are the values used in SF 1.60:

SF team
Override mesh = SF.SFMask
Multiskins:
Cinder: SFMaskSkins.sfde1cinder, SFMaskSkins.sfde2, SFMaskSkins.sfde3
Crusader: SFMaskSkins.sfas1crusader, SFMaskSkins.sfas2, SFMaskSkins.sfas3, commandoskins_SF.camm4
Gideon: SFMaskSkins.sfas1gideon, SFMaskSkins.sfas2, SFMaskSkins.sfas3, commandoskins_SF.camm4
JimLee: SFMaskSkins.sfde1jimlee, SFMaskSkins.sfde2, SFMaskSkins.sfde3, commandoskins_SF.camm4
Johan: SFMaskSkins.sfde1johan SFMaskSkins.sfde2 SFMaskSkins.sfde3 commandoskins_SF.camm4
Phelps: SFMaskSkins.sfas1phelps, SFMaskSkins.sfas2, SFMaskSkins.sfas3, commandoskins_SF.camm4
Riggs: SFMaskSkins.sfas1riggs, SFMaskSkins.sfas2, SFMaskSkins.sfas3, commandoskins_SF.camm4
Winter: SFMaskSkins.sfsn1winter SFMaskSkins.sfsn2 SFMaskSkins.sfsn3 commandoskins_SF.camm4
VIP: commandoskins_SF_vip.Genl1 commandoskins_SF_vip.Genl2 commandoskins_SF_vip.Genl3 commandoskins_SF_vip.Genl4


Terrorists
Override mesh = SF.SFCommando
Multiskins:
Adam: SFCommandoSkins.sfca1adam, SFCommandoSkins.sfca2, SFCommandoSkins.sfca3
VIP: commandoskins_SF_vip.Dict1, commandoskins_SF_vip.Dict2, commandoskins_SF_vip.Dict3, commandoskins_SF_vip.Dict4
Hakim: SFCommandoSkins.sfcm1hakim, SFCommandoSkins.sfcm2, SFCommandoSkins.sfcm3
MidNight: SFCommandoSkins.sfcs1midnight, SFCommandoSkins.sfcs2, SFCommandoSkins.sfcs3, commandoskins_SF.urba4
Anarchy: SFCommandoSkins.sfcm1mranarchy, SFCommandoSkins.sfcm2, SFCommandoSkins.sfcm3, commandoskins_SF.urba4
Optimizer: commandoskins_SF.urba1, commandoskins_SF.urba2optimizer, commandoskins_SF.urba3, commandoskins_SF.urba4
Phoenix: SFCommandoSkins.sfca1phoenix, SFCommandoSkins.sfca2, SFCommandoSkins.sfca3
Sanders: SFCommandoSkins.sfcs1sanders, SFCommandoSkins.sfcs2, SFCommandoSkins.sfcs3, commandoskins_SF.urba4
???: commandoskins_SF.urba1, commandoskins_SF.urba2, commandoskins_SF.urba3, commandoskins_SF.urba4
Thornton: SFCommandoSkins.sfcp1thorton, SFCommandoSkins.sfcp2, SFCommandoSkins.sfcp3, commandoskins_SF.urba4
Xin: SFCommandoSkins.sfcp1xin, SFCommandoSkins.sfcp2, SFCommandoSkins.sfcp3, commandoskins_SF.urba4

8.3 Activating RTMS movies from maps using triggers

IMPORTANT: If your mod has variables pointing to transient objects like UWindows, the save games don't work in your mod and you can't use RTMS movies with the way described below. To check if your mod supports normal Unreal save games, load one of your mods maps into UnrealEd2, hit the play map - button, in the game hit TAB to activate prompt and give the following console command: savegame 10. Then press alt+enter to bring up your console and check if there are any errors from the save. Also if a file named "save10.usa" should have appeared in your UT\Save directory.

Basics. There's a way to use RTMS movies in your mod's cutscenes so that the movies are triggered from the maps using normal triggers and after the movie has played, the player is returned back to your map. This works so that when the movie event is triggered, the current game is saved and the movie is loaded. Then in the end of the movie that save game is loaded. Below are instructions how to do this:

Step 1. First you need to add and setup a trigger on your map which will trigger the RTMS movie. Engine.Trigger will do nicely. Read the UnrealEd map making tutorials if you don't know how to setup a trigger. Usually cutscenes are only played one time so set the bTriggerOnlyOnce to true.

Step 2. Add a RTMS_v11.RTMS_CutSceneTrigger on your map. Set up the following properties in it:

Events->Tag Name of the event triggering the movie. (Is same as your trigger's event)
RTMS_CutSceneTrigger->
CutSceneString
This is the consolecommand opening the first act of your movie. For example:
open ..\\save\\NaliCowRevengeI.usa
RTMS_CutSceneTrigger-> SaveGameNumber
Number of the save slot which will be used to save the game before the RTMS movie is loaded.

Step 3. You must edit the last act of you movie so that the save game defined in RTMS_CutSceneTrigger-> SaveGameNumber is loaded with the ConsoleCommand scene event when the movie is finished. If you used 55 as your savegamenumber for example, the consolecommand would be: open ..%%save%%save55.usa

 

 

9. Finishing & Publishing the Movie

 

Once you have finished the movie, you have a couple of ways to publish it. I'll list three ways to publish your movie, depending on the size of your movie and the number self-made packages you have used in your movie. For 95% of the cases, I suggest using the alternative #1 for publishing your movie.

1) A movie with just some acts and maybe some self-made sound/graphics packages

If you haven't used many self-made sound/graphics packages (or no self-made packages at all), you should publish your movie simply by making a ZIP package which contains the following files in the following directories:

- Save directory should contain all the final save game(s) of your movie.
- Sounds directory should contain any self-made sound packages you have used in the movie
- Textures directory should contain any self-made graphics packages you have used in the movie
- System directory should contain any self-made code packages you have used in the movie
- A readme file containing the following things: Author, Email and what mods you have used in your movie.

Note that you don't have to add the maps you have used in the movies to the ZIP file as the save game files already sort of contain the map.

Then just simply send the ZIP package to us and we'll add it to our site. If your ZIP file size is over 3 megs, you should contact us before sending it.

 

2) A bigger movie with multiple acts and many self-made sound/graphics packages

Easiest way to publish your movie is to simply distribute the movie files using the UMOD file. UMOD is a special UnrealTournament installation file which everyone owning the UT can create. The benefits of this publishing method are that the movie image quality will be as good as the UT graphics settings on the computer running the movie and the download size is considerably smaller than in option 1. However, if you distribute your movie this way, only people owning a copy of UnrealTournament are able to watch your movie. Here are detailed intructions how to make an UMOD file.

Step 1. Renaming Final Save Game Files

First you have to rename your final save game files containing the acts to something else so that they get recognized better and their file names are unique. Bad names for your save games would be actI.usa, intro.usa or movie.usa because those names are not original enough. A good way to keep names unique is to include the name of your movie in every same game file you are going to distribure. See the example below.

Example: If you have three acts (meaning three save games save1.usa, save9.usa and save30.usa) and your movie name is The Revenge of the Nali Cows I, rename the save games as NaliCowRevengeI.usa, NaliCowRevengeII.usa and NaliCowRevengeIII.usa. This way the files have unique name.

Step 2. Taking Backups

This step is very important for the sake of your installation of UnrealTournament and your movie project. Take a backup of Manifest.int and Manifest.ini files located in your UT\System directory by copying them to some other directory. These files contain the information about the mods you have installed and that info is going to be lost unless you take the backups. It is also very recommended that you backup all your final save game files and any other packages you have made for the movie to some other folder.

Step 3. Making a file list

Then make a list of the files you have to distribute in your umod package. These files usually include the following:

  • The final save game files from step 1.
  • All custom texture(.utx), sound (.uax), music(.umx) and code(.u) packages that you used in the movie. If you used some UT mod in your movie, instead of distributing the mod files you need to say clearly in your readme that your movie requires installing that mod. One requirement is of course that RTMS is installed on UT before people can view your movie in the save game format.
Step 4. Making the umod creation files

Creating an UMOD file requires making two configuration files which hold the information about your movie. These files are basically text files so you can use some text editor to make them. Below are example configuration files, the text you need to copy is in bold and the text you need to change in normal.

Name of the file: CowRevengePack.int

[Setup]
LocalProduct=The Revenge of the Nali Cows I
ReadMe=Help\CowRevenge.htm
SetupWindowTitle=The Revenge of the Nali Cows I
AutoplayWindowTitle=The Revenge of the Nali Cows I
ProductURL=http://www.planetunreal.com/nalicow
VersionURL=http://www.planetunreal.com/nalicow
Developer=Nali Cow Productions
DeveloperURL=http://www.planetunreal.com/nalicow
Logo=Help\NaliCowInst.bmp

[UnrealTournament400Requirement]
LocalProduct=UnrealTournament
ProductURL=http://www.unrealtournament.com/
VersionURL=http://unreal.epicgames.com/
Developer=Epic Games, Inc.
DeveloperURL=http://www.epicgames.com/

Name of the file CowRevengePack.ini

[Setup]
Product=The Revenge of the Nali Cows I
Version=100
Archive=RevengeOfNaliCowsI.umod
SrcPath=.
MasterPath=..
Requires=UnrealTournament400Requirement
Group=SetupGroup
Group=umodINIGroup

Group=RevengeCowGroup

[UnrealTournament400Requirement]
Product=UnrealTournament
Version=400

[SetupGroup]
Copy=(Src=System\Manifest.*,Flags=3)


[umodINIGroup]
AddIni=RTMSWindow_v11.ini,RTMSWindow.RTMS_ModMenuCW.InstMovieName=
The Revenge of the Nali Cows I

AddIni=RTMSWindow_v11.ini, RTMSWindow.RTMS_ModMenuCW.InstMovieLaunch=
open ..\\save\\NaliCowRevengeI.usa

[RevengeCowGroup]
File=(Src="Help\CowRevenge.htm")
File=(Src="Help\NaliCowInst.bmp")
File=(Src="Save\NaliCowRevengeI.usa ")
File=(Src="Save\NaliCowRevengeII.usa ")
File=(Src="Save\NaliCowRevengeIII.usa ")
File=(Src="Sounds\NCRSounds.uax ")

 

Step 5. Creating the umod file

IMPORTANT:
The information in your manifest.int and manifest.ini files will be deleted in this step so it's important you took backups of those files in step2.

1. Once you have the UMOD creation files ready, place them into your UT\System directory. Then open MS-Dos Prompt a.k.a command prompt and go to your UnrealTournament\System directory (cd d:\unrealtournament\system for example). Then type the following command and press enter: ucc master MyMoviePackage

2. UT should now build UMOD files and place them in your UT\System directory.

3. Now copy the Manifest.int and Manifest.ini backup files back to your UT\System directory from the backup place.

Step 6. Testing the umod file

Now you just have to test the UMOD files to make sure they work properly. It is recommended that you test the installation on some other machine than the development one. This is just to make sure that people are able to watch your movie installing the required modifications first, if there are any, and then installing your movie.

 

As a final note you can make an .avi or some other video format file of the movie if you have the proper equipment. This means that you have to capture the movie somehow to video and then digitize it back to your PC. You need a video card with video in/out and some special programs to be able to do this. The benefit of this publishing method is that everyone can watch your movie. On the downside the size of the movie file (avi, mpeg, etc) is going to be very big if you use a good enough image quality in your movie.

 

 

10. Release info

 

Release notes

* Important: If you are outside world geometry in ghost mode and go to walk mode, the editorplayer will die and there is no way to get back to editing mode. So, when you go from ghost mode to walk mode, be SURE that you are inside the world geometry.

* Sometimes the mouse cursor stays on the screen after a window has been closed and the control should have been returned to the player movement. To get away from this situation, simply press the escape key.

* Activating the console when an RTMS window is shown on the screen sometimes leaves extra windows on screen. To get away from this situation, press Esc button so many time that the normal UT desktop is shown. Then close any extra windows on the screen from the Cancel buttons or the cross symbols. Then press Esc to return to your editing movie.

* The zoom in the Sniper rifle and the Altfire mode in the Redeemer do not work in movement recording.

* Movies made with different versions of RTMS will not be compatible with each other. This means that you can't edit cutscenes made with RTMS 1.1 using some other version of RTMS. However, you can have two different versions of RTMS installed on the same UT without any known problems.

Version history

1.1

- Added support for walk to motion capturing
- Possibility to change mouse movement capturing sample time added
- Cameras now always with world geometry (fixes bug when cameras go off the world and get destroyed messing up the act)
- Footsteps, weapon select and weapon fire sounds can be now silenced from entire act
- Generel weapons added to inventory window (support for SF 1.60 weapons)
- New plate object, to display moving texts
- HUD event Text now has 3 possible text lines instead of 1
- Added possibility to add subtitles from Pawn sound events
- Initial weapon selection for Pawn now uses weapon class names instead of weapon slot numbers
- Tweaked HUD event code for better performance
- New camera event RotateTo enables the change the rotation of camera to the rotation of some locmarker
- Focus to center point now possible in the Circle camera event
- MoveTo camera event has a new "Rotate to Locmarker rotation during move" option
- More fonts available in the Text HUD event
- Fixed fade-to-black in the Fade HUD event
- Pawn properties can be saved as default. New pawns will automatically have the default properties
- Pawn mesh, drawscale, collisions and scale glow can be set
- Added new pawn exec function activation possibilites to God pawn event: AllAmmo, Fly, Invisible, Walk, Suicide, Ghost
- New pawn event: Mutesound
- New Scene event: Music
- Updated the manual
- Other minor bugfixes that I can't remember at the moment...

1.0

Initial release

 

11. Links

 

Here are a couple of useful links to UT & RTMS resources

www.planetunreal.com/reactor4, that's us, the developers of RTMS

www.planetunreal.com/reactor4/rtms, our RTMS page containing tutorials, forums, etc.

unreal.epicgames.com, contains important documents about UT

www.planetunreal.com, UT stuff & lots of mods

www.utskins.com, source for skins & models

www.fileplanet.com and www.fileleech.com, all kinds of UT files

www.3dfilmmaker.com, news related to movie making using 3D software

www.machinima.com, info about making movies with game engines

 

12. Credits

 

RTMS is made by Tuomo 'Tuco' Korva, lead designer of the Reactor 4 mod team.

Thanks to Heikki, Lado, Marja, [UTU] Terminator, Lady Flubb / Uglycat, |Condiment King|, LL-Hell, Danra, Syd, Daryl, MobleFett, Benji-99, the beta testing team for their efforts, Epic for the great engine, PlanetUnreal and all the Reactor 4 supporters!

July 9th, 2001
Copyright Reactor 4, 2000-2001. All Rights Reserved.
E-mail: reactor4@planetunreal.com
Web: www.planetunreal.com/reactor4

If you want to use Real-Time Movie Studio in anything (CD-ROM Mod/Mutator packs, Feature of the Week, TV Spot.etc..), please email us.