Cutscenes: Difference between revisions
No edit summary |
|||
Line 26: | Line 26: | ||
==Part 1== | ==Part 1== | ||
''The Map'' | |||
Download the test map snitch1.pk4. This provides a dressed set, the two actors, a player start near some handy buttons, and a script to run the scene. | |||
''Camera Creation'' | ''Camera Creation'' | ||
Open the map ''snitch1'' in Dark Radiant. In this map, center stage is the billboard on the north wall (+Y direction) of the courtyard. The two actors wait offstage, the guard at the end of a hallway to the NE, the informant on a porch to the West. | Open the map ''snitch1.map'' in Dark Radiant. In this map, center stage is the billboard on the north wall (+Y direction) of the courtyard. The two actors wait offstage, the guard at the end of a hallway to the NE, the informant on a porch to the West. | ||
Let's add the first of four cameras. Add the entity ''darkmod->func->func_cameraview'' and move it so its origin is 32 units over the top of the bush in the SE corner. ''func_cameraview'' is the camera. Give it the following key/value pairs: | |||
"name" "Camera1" (for unique identification) | |||
" | "trigger" "1" (this camera will work when triggered) | ||
" | "cinematic" "1" (this entity will move during filming) | ||
When setting up any scene, you should first present a ''Master Shot'' to give the player a sense of where the scene is taking place. Is it in a dining room, in an alley, on the roof of a Builder cathedral? Camera1 will be our Master Shot camera, pulled back enough to present the courtyard and show where our scene is taking place. |
Revision as of 16:04, 1 September 2010
Intro
This article discusses the use of cameras and conversations to create map cutscenes.
Though information on these topics already exists (see Resources below), there isn't a single place that shows you how to create a scene using these technologies.
Hopefully, the following will fill in that gap.
The information is presented in 5 parts:
Part 1 - Camera creation, pointing the camera, starting the scene, changing cameras, ending the scene, and the infamous "cinematic" spawnflag
Part 2 - Splines, camera movement
Part 3 - Conversation, vocals, camera position, lighting, where to place the player
Part 4 - Animation, triggers, sound effects, objectives
Part 5 - A step-by-step breakdown of the Somewhere Above the City cutscene
Each part includes a (small) map which you can edit to test things.
The Scene
In the scene we'll be creating, a City Watch guard is meeting an informant to hear about an upcoming bank heist. The script is simple: the two actors walk onstage, talk, and depart. The map is called Snitch.
Part 1
The Map
Download the test map snitch1.pk4. This provides a dressed set, the two actors, a player start near some handy buttons, and a script to run the scene.
Camera Creation
Open the map snitch1.map in Dark Radiant. In this map, center stage is the billboard on the north wall (+Y direction) of the courtyard. The two actors wait offstage, the guard at the end of a hallway to the NE, the informant on a porch to the West.
Let's add the first of four cameras. Add the entity darkmod->func->func_cameraview and move it so its origin is 32 units over the top of the bush in the SE corner. func_cameraview is the camera. Give it the following key/value pairs:
"name" "Camera1" (for unique identification)
"trigger" "1" (this camera will work when triggered)
"cinematic" "1" (this entity will move during filming)
When setting up any scene, you should first present a Master Shot to give the player a sense of where the scene is taking place. Is it in a dining room, in an alley, on the roof of a Builder cathedral? Camera1 will be our Master Shot camera, pulled back enough to present the courtyard and show where our scene is taking place.