Cutscenes: Difference between revisions

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(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.


[[Part 1]]
==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"


Camera Creation
"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"