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Hello Again and Help #68422
03/27/06 17:50
03/27/06 17:50
Joined: Mar 2006
Posts: 1
L
Ld2008 Offline OP
Guest
Ld2008  Offline OP
Guest
L

Joined: Mar 2006
Posts: 1
Hey everybody,
Well after a few year hiatus, I just reinstalled the GameStudio, but realized I have forgotten pretty much everything. Not that I was a pro a few years ago, actually a complete beginner, but I remember nothing.

But anyway, I was actually wondering if anyone could point me in the right direction to find a good camera movement tutorial. Maybe a cutscene tutorial. I don't remember how to set a path for the camera to follow, and forget where I used to go to get scripts. I'm lost again.

Ultimately what I want to do is guide a camera around an environment passing words or phrases (which I suppose I will use models) and export it as a video file (is this possible??) and use it in a project for class. If anyone could help me or point me in the right direction, that would be awesome.

Thanks
Ld

Re: Hello Again and Help [Re: Ld2008] #68423
03/28/06 11:40
03/28/06 11:40
Joined: Jun 2005
Posts: 734
Under your couch
Silent_Assassin Offline
Developer
Silent_Assassin  Offline
Developer

Joined: Jun 2005
Posts: 734
Under your couch
check the aums and do a search in the forums because im pretty sure ive seen this posted a couple times before


Visit us at www.m-tec-development.com WIP - Urban Conflict
Re: Hello Again and Help [Re: Silent_Assassin] #68424
03/28/06 12:41
03/28/06 12:41
Joined: Sep 2005
Posts: 80
Missouri, USA
T
Thickheaded Offline
Junior Member
Thickheaded  Offline
Junior Member
T

Joined: Sep 2005
Posts: 80
Missouri, USA
I am looking onto doing the same thing, Blender seems to have made some improvments and can make 3d models from text. I am looking into making the letters in Blender, bring them into GS then apply camera and shader stuff. I'm no modeler by ANY means but this looks promising.

I hope this helps


It's expensive bein stupid...
Re: Hello Again and Help [Re: Thickheaded] #68425
03/28/06 16:00
03/28/06 16:00
Joined: Feb 2005
Posts: 324
laethyn Offline
Senior Member
laethyn  Offline
Senior Member

Joined: Feb 2005
Posts: 324
3dsMax handles text, Maya handles it fantastically as well, especially making it easy with it's Text, and then Bevel Plus tool


Read the manual, it's a good place to start learning ~ ulillillia
Re: Hello Again and Help [Re: Ld2008] #68426
03/30/06 13:24
03/30/06 13:24
Joined: Aug 2003
Posts: 63
UK
ptrc1c Offline
Junior Member
ptrc1c  Offline
Junior Member

Joined: Aug 2003
Posts: 63
UK
Hi
I have used the Acedirctor script from the forum and it works OK. it could be extended to move the camera around further.You would need further invisible models and extra actions for them.
Here is the documentation from it, I hope its alright for me to post this as its the property of Ace. It refers to the office level which is now no longer a part of 6.4 but it should work if you are using an older version.



Now, I made this cutscene on the Office level. To test it out, you just need to place 2
invisible/passable markers in the office level, and give them the actions:

action cs_marker_gun1
{
cs_mark_gun1 = me;
}

action cs_marker_office1
{
cs_mark_office1 = me;
}

gun1 is placed near a rotating gun model that is on the hill.
office1 is placed up on a corner of the office building.
Now this is just an example, play around with the placement to see how it all runs.

Once youve placed the markers, open office.wdl and put test_cutscene(); at the end of
the main function. Then copy and past the script at the bottom of this file, into
the end of office.wdl.

Dont forget to put include <acedirector.wdl>; at the end of the other includes!

Heres what the function does. The level starts, and the screen fades out.
It fades in facing the gun from above the office, then turns to face the player.
Near the end of the turn, it flys over to the gun, while still locked on the player.
Once it reaches the gun, the screen fades out, and then fades back into the normal
player view.

The function should make sense once you see it in action. Then it should be a
snap for you to make your own cutscenes.





function test_cutscene()
{
cs_fade(2,3); // Fade screen out

while(cs_fade_stat != 2) { wait(1); } // Wait for screen to fade to black

cs_widescreen(1); // Start widescreen mode
cs_scene(1); // Start cutscene mode
cs_jump(cs_mark_office1); // Snap to point 1
cs_faceSnap(cs_mark_gun1); // Face the gun
cs_fade(1,3); // Fade screen back in

while(cs_fade_stat != 0) { wait(1); } // Wait for screen to fade in

cs_face(player,3); // pan to the player

while(cs_face_stat != 0) { wait(1); } // Wait for camera to finish facing target

cs_flyTo(cs_mark_gun1,2); // Fly to the gun
while(cs_flyTo_stat == 1) // And while flying,
{
cs_faceSnap(player); // Lock onto the player
wait(1);
}

while(cs_flyTo_stat != 0) { wait(1); } // Wait for flying to finish

cs_fade(2,3); // fade out

while(cs_fade_stat != 2) { wait(1); } // Wait for screen to fade to black

waitt(16); // Short delay, so it isnt sudden
cs_widescreen(0); // Wide mode off
cs_scene(2); // stop cutscene
cs_fade(1,3); // fade back in
}


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