A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Advanced Device Question

Author Topic: Advanced Device Question (6 messages, Page 1 of 1)
Moderators: Dennis

OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 19, 2011 06:58 PM    Msg. 1 of 6       
Hey guys, I thought I should put it as ''Advanced'' as it's an uncommon question. Here's the deal: I'm making a device_machine tag that's actually a vehicle moving for a cutscene. I need a camera first person view inside it.

How do I do? I set up markers, Attached biped to it but the camera doesn't follow ( or seem to follow) the device's movement. Can anyone explain me what I'm doing wrong or what are the ways around?


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Mar 19, 2011 08:00 PM    Msg. 2 of 6       
Well there are a couple things you could do:

1. If you don't care about the device being visible while the camera is inside it, simply add a "head" marker at the position you want the camera. Then use the command (camera_set_first_person ). That command automatically attaches the camera to the head marker of a given object (it is intended for bipeds) and hides the model geometry as if it were the player.

2. You could, as you said, attach a biped. However, use that command on the biped.

Pretty sure either of those ways will work.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 20, 2011 07:13 AM    Msg. 3 of 6       
I'll have to try this method. I'm using it for a cutscene of a crashing ship now I thought seeing it in first person would be interesting. As I said however, for some reason which might be totally my fault ( I can't check from this comp) using the attach, the camera does not follow the device's movement.


Kind of like this elaborate drawing: + beeing the camera and O beeing the landing. I doubt it's part of the linking because I do see the biped moving with the device, just not the camera. So I guess following your logic, I need to add a #head marker and then... reference it in guerilla? will the engine even detect it since i'm attaching to a marker and not a seat. hmm... annoying I can't work from this comp to check that quick
+-------_______O


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Mar 20, 2011 03:20 PM    Msg. 4 of 6       
Well after putting the head marker, use the command (camera_set_first_person your_device). I thought I typed that last time, but I guess it was in > < brackets so it hid it, thinking it was code :P


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 20, 2011 08:43 PM    Msg. 5 of 6       
Ah thanks, it came to my mind today at work I happenned to think ''what if the device could see in FP''. Thanks. Altho I'm foreseeing some troubles since I won't be able to direct that camera either using command lists or any... with the device ''spinning to crash'' it probably won't be enough. hmm.

http://www.xfire.com/video/3fc515/

If it helps, here's a video of the said device inside which a part of my cinematic will take place. On this vid, all textures and even some anims are place holders so never mind... This takes place after the ship is shot by two seraphs ( animated separatly) during a briefing on board the crashing ship. Of course, I can easily have the briefing happen inside it's when it comes to crashing that I need somehow camera points sticking around the ship, to see it from different perspectives of crew members, the player and so on. Any idea?
Edited by OpsY on Mar 20, 2011 at 08:44 PM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Mar 20, 2011 08:51 PM    Msg. 6 of 6       
I'd suggest also speeding up that animation.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 2:30 AM 187 ms.
A Halo Maps Website