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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 15, 2011 10:40 AM
Msg. 36 of 39
Quote: --- Original message by: The Cereal Killer 1. The method I described allows a melee to trigger the "opening" animation for a device_machine. That is to say, you could bend the door to look however you like.
2. That was after the cutscene, it was just the player with letterbox overlayed. You could even move the camera around.
3. Ok.
I've got first-person assassination cutscenes already constructed and working perfectly. Do you know what I'm waiting on? Same thing I told you before, overdraw. Kornman's newest HEK unlocks many rasterizer commands for in-game use that were previously available only in Sapien. Guess what that means - the engine global (rasterizer_draw_first_person_weapon_first [boolean]) can finally be set to false. Further explanation? FP hands can animate and interact with the environment for once. Ok. But what would make the player feel more badass?. A. walk up. melee the door and it flies across the room, but when you melee a person they just fall over. Or B. A short first person cutscene that shows your legs and you kick the door in. A melee is like a punch and that would make it less powerful then a kick, plus you don't see real solders walking up and hitting a dead bolted metal door with the butt of they're gun trying to open it, do you?. And who's to say it has to be a cutscene. maybe something like you make your custom fp door smashing animation and save it somewhere and when you enter the trigger volume it forces your fp model to play the animation, and also make it sync up with the effect. I just don't think a melee has the same feeling as a badass kick to the door sending it flying across the room Quote: --- Original message by: kirby_422Man, things like this are why I hate effort. You spend effort, you get crappy results. You be a lazy ass, you get great results http://www.xfire.com/video/4a55ab/Oh, the great lessons of life HCE teaches you.. a hate of effort :P Two things. 1 Does this use a script and can i have it?. 2. Not bad, could use some work but, i think it could work well, after that. Edited by grunt_eater on Jul 15, 2011 at 10:48 AM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jul 15, 2011 12:15 PM
Msg. 37 of 39
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: kirby_422Man, things like this are why I hate effort. You spend effort, you get crappy results. You be a lazy ass, you get great results http://www.xfire.com/video/4a55ab/Oh, the great lessons of life HCE teaches you.. a hate of effort :P Two things. 1 Does this use a script and can i have it?. 2. Not bad, could use some work but, i think it could work well, after that. it uses an extremely basic script, and seven tags. idk if masterz wants to keep it a secret or not, but I don't feel like posting it anyways since people didn't like what I based this off of anyways *shrug* masterz can post it if he wants (even though I haven't sent him the script or a test map yet.. when ever he gets one of those, he can decide) And you can't make any further improvements on it.. you can change your animations to make it look nicer, or use a better model, but the fp legs setup.. that's the quality it reaches. Thats method 3's downfall, look to the other two methods if you don't like this one.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Jul 15, 2011 01:54 PM
Msg. 38 of 39
g_e if it's a unique cutscene then there's no reason to make the door a device machine anyway, just make it a scenery item and animate it to be smashed to your liking.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 15, 2011 02:47 PM
Msg. 39 of 39
Quote: --- Original message by: kirby_422 And you can't make any further improvements on it.. you can change your animations to make it look nicer, or use a better model, but the fp legs setup.. that's the quality it reaches. Thats method 3's downfall, look to the other two methods if you don't like this one. That's what i meant. A few simple modifications of the existing animations so it will look right and model changes and it will be perfect, i think, but i do want to make it look a little less halo one, Ya'know to make it look more advanced in graphics like a halo 3 or reach, or even custom, model and i think it'll have much more play value. EDIT: Ok so i'm messing around and trying some things, so that if i do get that script i can have everything ready, and i have hit a wall. I made a biped and added a seat and for some reason i can't enter it, i used all of the same stuff as the warthog passenger, and i have no idea why i can't get in. Any suggestions? Edited by grunt_eater on Jul 16, 2011 at 11:14 PMEDIT#2: Ok so i'm trying out the scripts posted earlier and have run into another wall (script static "unit" player0 (unit (list_get (players) 0)) ) (script startup magic (set cheat_deathless_player 1) (sleep 30) (vehicle_load_magic camped "driver" (player0)) ) (script continuous crouch (if (unit_get_current_flashlight_state camped) (unit_set_seat camped "crouch") (unit_set_seat camped "stand")) ) this script was posted earlier and i would like t know what i need to run it?. is there a specific biped tag i need? do i have to place a biped and name it something?. Just wandering what i need to run it and would like to hear back as soon as you see this Edited by grunt_eater on Jul 17, 2011 at 11:31 AMEdited by grunt_eater on Jul 17, 2011 at 11:32 AM
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