tFighterPilot Posted June 3, 2003 Share Posted June 3, 2003 I've already found one, but it isn't so good. I'm looking for a tutorial which is mostly about cutscenes. Link to comment Share on other sites More sharing options...
Obsidian-Jovani Posted June 4, 2003 Share Posted June 4, 2003 Well here are some sites about making cutscenes: -->http://members.lycos.co.uk/eaglee7/index.html -->http://www.geocities.com/kengomaps/tutorials_3.html -->http://www.commandchamber.net/articles/cutscenes/index.php -->http://www.geocities.com/rellenbroek/main_realscripts.html Link to comment Share on other sites More sharing options...
lassev Posted June 4, 2003 Share Posted June 4, 2003 And don't forget you have also at your disposal all the scripts Raven used in the cinematics of the original SP game, in cinematics folder (shipped with JK2 Editing tools). Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 5, 2003 Author Share Posted June 5, 2003 Thanks for the links. lassev, I already looked at them, but they did not help much. Link to comment Share on other sites More sharing options...
Obsidian-Jovani Posted June 6, 2003 Share Posted June 6, 2003 Originally posted by imyourfather I already looked at them, but they did not help much. They'll help you once you are on your way to understanding what it all does. And to understand it look at those tutorials I posted previously and make yourself a few test cutscenes. Then you can start to see the light... Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 6, 2003 Author Share Posted June 6, 2003 I can make the camera move. My problem is to make the bastard talk. Link to comment Share on other sites More sharing options...
Eagle_e7 Posted June 6, 2003 Share Posted June 6, 2003 It's been a long time since i've done this stuff, so my scripting is a little rusty. But to get a charector to say a line, place an "affect" in for him and also throw in a "task" for good measure. Then when you want him to say his line simply activate it with a "do" command. Like this: affect ( "boss", /*@AFFECT_TYPE*/ FLUSH ) { task ( "BOSS_LINE1" ) { sound ( CHAN_AUTO, "sound/tragingalo/l2.mp3" ); } do ( "BOSS_LINE1" ); } Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 6, 2003 Author Share Posted June 6, 2003 sound ( CHAN_AUTO, "sound/tragingalo/l2.mp3" ); Isn't it supposed to be CHAN_VOICE? I already did all this, with the help of the existing scripts, but that didn't work. Link to comment Share on other sites More sharing options...
Eagle_e7 Posted June 6, 2003 Share Posted June 6, 2003 Yes, "CHAN_AUTO" works but it's best to use "CHAN_VOICE" for charectors speaking. If you're using custom sounds for your voices then try checking that they are encoded correctly, which I think if memory serves is into Mono 16bit sound running at 44100 Hz. Also, try checking that your charectors are named "npc_targetname" and not "targetname";) Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 6, 2003 Author Share Posted June 6, 2003 So it should be npc_reb? Thanks! I'll try that. Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 6, 2003 Author Share Posted June 6, 2003 meh, still no talking. Here it is, of coure I've included the map file and the txt file of the script. I hope you can help. Link to comment Share on other sites More sharing options...
Leslie Judge Posted June 6, 2003 Share Posted June 6, 2003 Originally posted by imyourfather So it should be npc_reb? Thanks! I'll try that. He meant that give the NPC an NPC_targetname key otherwise the affect command will not work. Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 6, 2003 Author Share Posted June 6, 2003 oops, I'll try it now. Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 6, 2003 Author Share Posted June 6, 2003 Thanx for your help, he talks now. Link to comment Share on other sites More sharing options...
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