Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Retsof on November 11, 2007, 01:03:04 pm
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I have seen the Sexps for cutscenes and I figured I should get informed as to what the heck they do instead of simply clicking things until I figure it out. Thanks to whoever answers.
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http://www.hard-light.net/wiki/index.php/SCP_SEXPs#Cutscenes (http://www.hard-light.net/wiki/index.php/SCP_SEXPs#Cutscenes)
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Could someone please post an attached a mission where these were used with good results, I want to see what can be accomplished with these.
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I am also playing around with cutscenes right now.
My experiences so far :
1. I can't have more than 6 arguments on the SHOW SUBTITLE operator, why not ?
2. And what does the "image name" thing mean ?
3. I tried out to have a "camera starfury" with a "every time" sexp combined with a "set camera position". Well, the idea was good, but the results were rather jumpy. So, no way to have a smooth camera moving around ?
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From memory:
1. You should be able to add extra parameters if needed.
2. You can use image files instead of on-the-fly game generated text. This is nice because you can use a specific font style for your subtitles. ie: Light blue with dk blue shadow in serpentine bold :)
3. Your camera position is jumping a meter at a time and will update position evert time the event is called. Which isn't exactly predictable. I couldn't find a way around it. Just stuck to using fixed position cameras. Though you could maybe add a random offset to the camera-facing sexp co-ords to add an element of BSG wobbly cam randomness to make things more interesting?
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Now i am no expert at all, this is a query rather than the suggestion it will sound like... :nervous:
To the code guys, when you press * on the keypad and the camera shifts to behind your craft. Is there a way to copy the code and use that to creat an atatched / free roaming camera for cutscenes?
Or am i being a poomps ? :rolleyes:
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No problem. The cutscene SEXPs are an underdiscussed and misunderstood feature. Someone needs to write a good tutorial for them, which is what I'll do someday.
@Dekker:
lock-perspective
Prevents or allows the player from changing the view mode Takes 1 or 2 arguments...
1: True to lock the view mode, false to unlock it
2: What view mode to lock; 0 for first-person, 1 for chase, 2 for external, 3 for top-down
3. I tried out to have a "camera starfury" with a "every time" sexp combined with a "set camera position". Well, the idea was good, but the results were rather jumpy. So, no way to have a smooth camera moving around ?
Oh, there is. Tomorrow I'll try to post my full-motion cutscene mission here. PM me if I forget. Cutscene SEXPs have a ton of unexploited potential, they do not merely have to be stationary.
What you have to do is create a model with no texture and use every-times and set-camera-position SEXPs so that the camera "sticks" to the model as it moves around (which is what you apparently tried). Then you have to use set-camera-facing-object along with your every-time to give the camera something to face, or else your cutscene will look like ****. It's not hard at all.
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What you have to do is create a model with no texture and use every-times and set-camera-position SEXPs so that the camera "sticks" to the model as it moves around (which is what you apparently tried). Then you have to use set-camera-facing-object along with your every-time to give the camera something to face, or else your cutscene will look like ****. It's not hard at all.
how do you remove the model's thrusters?
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By not setting models coords, but with a relative offset.
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What you have to do is create a model with no texture and use every-times and set-camera-position SEXPs so that the camera "sticks" to the model as it moves around (which is what you apparently tried).
From what I remember, this doesn't work well. There is a slight delay between when the every-time fires and when the camera is actually set, resulting in a highly stuttering animation.
The closest thing I was able to do was to make the player that dummy ship, turn player-use-ai on and then have it follow waypoints, but that only lets you move the camera forward.
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Good ideas wanted how to let
- camera move around
- let camera follow object
- let camera rotate AROUND object facing
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By not setting models coords, but with a relative offset.
i think the ship would remain visible. i'd need an excessive offset to have her off-screen. isn't there another way to eliminate those red-orange lights?
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Good ideas wanted how to let
- let camera follow object
If by follow you mean track, this can be done by every-time set-camera-facing . THis actually works pretty well.
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I mean "follow" in the sense of "follow"
not only "look into direction"
Cheers
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how do you remove the model's thrusters?
Use a model without thrusters, IE, a modified capship.
You need a specialized, textureless, thrusterless cameraplane. I've used a modified Sathanas blip fine.
From what I remember, this doesn't work well. There is a slight delay between when the every-time fires and when the camera is actually set, resulting in a highly stuttering animation.
There is about a quarter second delay after the everytime is first called, but once you get over that I've been able to make some smooth and quite cool motion cutscenes. The stuttering is likely from the erratic movements of the camera ship.
As for Skullar's question, I haven't bothered with that much, but you have two options that I've succesfully used:
- Plan a waypoint path and use cap-waypoint speed, or just tell the camera plane to guard the ship in question. This will also allow the camera to rotate around the ship if used properly.
- Use every-time > set-camera-position > get-object-x (or y or z) > - (minus sign) > (object) > (the distance you want the camera to be from the object). This gives you jumpy results for anything except a chase or head-on shot.
I have a mission that showcases all this, and you will see some of this stuff in Shadows of Lylat. So hopefully I get off my ass and post it tomorrow.
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how do you remove the model's thrusters?
Use a model without thrusters, IE, a modified capship.
You need a specialized, textureless, thrusterless cameraplane. I've used a modified Sathanas blip fine.
hmm... a sathanas is too big... i'm currently using a claymore, which has also to move (following waypoints) very close to other ships. is it possible to modify it as well?
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He's refering to the blips used in Into the Lion's Den, they're not as big as a true Sathanas :)
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Anything will work if you set the model invisible and uncollidable. I just like the SJD as it's low-poly. Another good option would be, say, the Horus.
Here's what I'm talking about. Run this one-mission mod. About 5 minutes into the mission you'll see a cutscene. The mission obviously isn't finished but it serves its purpose. You should get a zoom-by view of the NTF fleet.
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Hmm, you could modify the ship's table values to allow your camera a ton of speed, and the ability to slide sideways / up/down, and reverse, right? And glide, too?