Cutscenes Part 4: Extras

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

Embellish the ending

Download the file [snitch4.zip.txt], remove the ".txt" from the filename, and extract it into your Doom 3 folder. This includes our Snitch work from Parts 1, 2, and 3.

Open snitch4.map in Dark Radiant.

The bulk of the conversation is now in place. It's a bit strange that the actors stay by the bulletin board after they're done talking, so let's make them walk away to end the scene. The guard can walk back to the path_corner where he started. The informant, however, needs somewhere to go.

  • Create a path_corner on the informant's porch. Give it the name "EndMarkInformant".
  • Create a camera to give us a shot of the guard as he walks away. (Camera8 and target_null_8.)
  • Create a camera to give us a shot of the informant as he walks away. (Camera9 and target_null_9.)
  • Add the property "trigger" "1" to each camera.
  • Near Camera8, create a target_callscriptfunction and give it these Property/Value pairs:
  • "name" "Roll8"
  • "call" "Roll8"
  • Near Camera9, create a target_callscriptfunction and give it these Property/Value pairs:
  • "name" "Roll9"
  • "call" "Roll9"
  • Bring up the Conversation Editor.
  • Select Snitch and click the Edit button.

TO BE CONTINUED

Animations

Sound effects

Wrapup

In Part 4, we finished the conversation for our scene, learning how to add extra camera shots, animations, and sound effects.

Alongside snitch4.map and snitch4.script, which we've been using above, you'll find snitch4a.map and snitch4a.script, which include the conversation from this lesson. You can build and run snitch4a.map and compare it to your own work.

In Part 5, we'll examine the cutscene from the ending of Somewhere Above the City.