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Re: Hello Again and Help
[Re: Silent_Assassin]
#68424
03/28/06 12:41
03/28/06 12:41
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Joined: Sep 2005
Posts: 80 Missouri, USA
Thickheaded
Junior Member
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Junior Member
Joined: Sep 2005
Posts: 80
Missouri, USA
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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...
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Re: Hello Again and Help
[Re: Thickheaded]
#68425
03/28/06 16:00
03/28/06 16:00
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Joined: Feb 2005
Posts: 324
laethyn
Senior Member
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Senior Member
Joined: Feb 2005
Posts: 324
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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
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Re: Hello Again and Help
[Re: Ld2008]
#68426
03/30/06 13:24
03/30/06 13:24
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Joined: Aug 2003
Posts: 63 UK
ptrc1c
Junior Member
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Junior Member
Joined: Aug 2003
Posts: 63
UK
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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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