Cutscenes: Difference between revisions
New page: 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 th... |
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==Intro== | |||
This article discusses the use of cameras and conversations to create map cutscenes. | This article discusses the use of cameras and conversations to create map cutscenes. | ||
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Each part includes a (small) map which you can edit to test things. | 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== | |||
''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. | |||
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" | |||
"trigger" "1" | |||
"cinematic" "1" |
Revision as of 15:42, 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
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.
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"
"trigger" "1"
"cinematic" "1"