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Post #974290

Author
Ronster
Parent topic
Stargate 1994 Roland Emmerich (Fan Edit) (Released)
Link to post in topic
https://originaltrilogy.com/post/id/974290/action/topic#974290
Date created
24-Jul-2016, 1:09 AM

Well funny you should mention the wormhole sequence. Although undecided exactly what to do with the wormhole sequences the David Arnold Score is missing the Drums (1st wormhole sequence). So they edited this to be different.

I want to re-create the version that is in the trailer though at least as far as the swishes go. Either I will add the Drums to the wormhole or I will add a Low Rumble like in the trailer or both so definitely new sound mix on this.

I am not to keen on the whirring sounds in the original film it’s ok but I think the wormhole sequences could do with some kind of update but nothing too radical. The Documentary has a different sound mix that I posted above so it must have had numerous iterations of the sequence.

The Color of the Animation is also far too white in all recent versions. probably too much gamma.

I think it’s a real shame that on that end sequence we don’t actually see the gate activated and I think it would be a great addition to show the gate activate in the Pyramid It’s like a wasted opportunity and excuse for more of a build up to the end It says mission accomplished in my eyes. And feels a bit cheap TV movie at that point over budget as it currently stands. Thinking laterally I could show the Gate on Earth open and then cut back to the Gate on Abydos.

The other thing that is probably another definite decision now is removing the effect from within the teleport rings and having them just go white rather than show the badly composited squiggly lines.

The helmet morphs will look a lot better when the colors are corrected.

One fix I really want to make is the Guard that Daniel kills for killing Sha’re (His New found love). So In this shot Daniel fires 3 shots we only hear one shot and there is no physical effect for the last 2 impacts and I also want to add a residue burn for each consecutive hit.