Cutscenes Part 3: Lighting, Placing the Player, and Conversations

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NOTE: This article is under construction until this NOTE goes away.

Download the file [snitch3.zip.txt], remove the ".txt" from the filename, and extract it into your darkmod folder. This includes our Snitch work from Parts 1 and 2.

Open snitch3.map in Dark Radiant.

Lighting

Remember how the Guard's closeup in Part 1 was dark? We need to place lights near the actors so they're properly lit.

Placing the Player

When a cutscene plays, the player is frozen, unable to do anything. If they're too far away from the actors, they won't be able to hear what's being said. So it's important to place the player in a spot where they can hear a conversation without being in the way. Even though the player is invisible in the camera's view, the player is still there.

For Snitch, the best place to hear the actors' lines is to stand just behind them, taking care not to get in the way of any movements the script calls for them to do. Since the player can't walk over behind the actors, we have to move the player in the script code we run. We do this using a func_teleporter.


The Conversation Editor

Dark Radiant provides an easy-to-use editor to create conversations.

Building a basic conversation

Vocals

Animations

TO BE CONTINUED

Wrapup

In Part 3, we built the conversation for our scene, learning how to add vocals and animations.

Alongside snitch3.map and snitch3.script, which we've been using above, you'll find snitch3a.map and snitch3a.script, which include the conversation from this lesson. You can build and run snitch3a.map and compare it to your own work.

In Part 4, we'll look at extras you can add to your scene.