Jump to content

Home

Camera Question


Livingdeadjedi

Recommended Posts

Ive made a script with some cameras again :D

 

this time i want it to flick from 1 camera to the other without Panning or Moving

like on a TV chat show

 

here is part of the script

 

//Generated by BehavEd

 

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 1000.000 );

 

affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" );

set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" );

set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "NULL" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "kyletalk1" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/charskyle/09kyk002.wav" );

}

 

dowait ( "kyletalk1" );

wait ( 100.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

 

affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "NULL" );

set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "bartalk1" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/09gr2001.wav" );

}

 

dowait ( "bartalk1" );

wait ( 500.000 );

 

as you see its meant to go from cam 2 to cam 3

 

now in the rest of the script ive put cam 2 and 3 again for each person im just wondering if i should have put CAM 4 , 5 etc

or do i put something else

Link to comment
Share on other sites

Hello

I'm not an expert or anything on scripting or cameras or anything but I did same thing with my cameras... two people talking and the camera going back n forth with no panning just a instananeous CUT. I believe Cam 2 and 3 is fine.... you dont have to put Cam 4 and 5

 

Bengar

Link to comment
Share on other sites

If your conversation is longer than just some exchanged words, I would suggest adding cameras 3 and 4. Perhaps position them at somewhat different locations and use a closer zoom. Then you can, when either of the characters is saying something very important, get a closer zoom at his face and thus have a nice effect. So, this is not exactly a scripting technique suggestion, but movie making in general.

Link to comment
Share on other sites

yep script looks ok and all as ya say

 

Ive set the right NPC_targetname and the cameras are there

 

but when i test the level, it gets to the cinematic part, the camera activates then it sticks and i have to do CTRL ALT delete to end task.

 

//Generated by BehavEd

 

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 1000.000 );

 

affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" );

set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "kyletalk1" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/09kyk002" );

}

 

dowait ( "kyletalk1" );

wait ( 100.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 100.000 );

 

affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "bartalk1" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/09gr2001.wav" );

}

 

dowait ( "bartalk1" );

wait ( 500.000 );

 

affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "bartalk2" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/misc/suspicious4.wav" );

}

 

dowait ( "bartalk2" );

wait ( 500.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 100.000 );

 

affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" );

set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "kyletalk2" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/03kyk003" );

}

 

dowait ( "kyletalk2" );

wait ( 100.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 100.000 );

 

affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "bartalk3" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/misc/suspicious2.wav" );

}

 

dowait ( "bartalk3" );

wait ( 500.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 100.000 );

 

affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" );

set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "kyletalk3" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/10kyk008" );

}

 

dowait ( "kyletalk3" );

wait ( 100.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 100.000 );

 

affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 );

 

task ( "bartalk4" )

{

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/misc/detected3.wav" );

}

 

dowait ( "bartalk4" );

wait ( 500.000 );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

remove ( "self" );

}

 

}

 

}

 

}

 

}

 

}

 

}

 

 

thats the whole script

Link to comment
Share on other sites

Are you sure you can omit the .mp3 from the file names? Strange, I have done so many cinematics that I should remember if the extension is included or not, but I don't. Still, I can tell you one thing: bad sound files or sound files not existing can freeze your script. So check them.

 

Is "kylebar" spawned? Do you see everything through the camera as you expect you should, before the script freezes? Are the camera-ref_taqs named with ordinary targetnames and not script_targetnames or something else inappropriate?

Link to comment
Share on other sites

it goes to the first camera then freezes and you watch as the two people just stand there LOL

 

I might have to put .mp3 but the last script hadnt got that and worked

 

 

the bits with .wav are for the sections that will be Subtitled

for some reason subtitles work only for sounds that have .wav after them

Link to comment
Share on other sites

ive tried all kinds of different formats now

with and without .mp3

 

i actually got the first one to say something

but then it froze on kyles section

 

Doesnt anyone know out of all those "expert" cutscene makers or should i again ask mike gullmelt ?

 

this script is getting on my nerves. why cant they make it Simple

Link to comment
Share on other sites

the bits with .wav are for the sections that will be Subtitled for some reason subtitles work only for sounds that have .wav after them

I don't think that's quite true. Maybe you should check your subtitles (strip) file to see if there's anything wrong. I cannot say, if that could cause a script to freeze, but it's worth a shot.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...