Cinematic editor question

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
Not sure if this would be modding or mapping, but is there a way to copy sound events in the editor? I'm just making a simple gorge walking across a doorway cinematic and I don't want to have to create a 'left' and 'right' footstep sound for 250 frames. Is there a way to make this is a lot faster, like copying sound events and pasting in the time scale bar?

Comments

  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    edited July 2013
    I believe you can attach things like sounds to entities/object (whatever the cinematic editor term is). This would give you the effect you want. I had a bookmark about this somewhere...


    Edit: Found it
    Sphinxter wrote: »
    QUOTE (McGlaspie @ Nov 17 2012, 08:17 AM) »

    Asking away...I suspect some of this will be Wish List items versus How-To

    1) How do I freeze and animation for a script actor?
    2) Does the CE only load models / materials from the NS2 directory?
    2) How can I use exiting CE files in another CE file? For example, bullet tracers
    3) Does the CE do motion tweening motion paths for all Script Actors and Camera?
    4) Does adding Key Frames to Cameras make the view switch to them? So, multiple Cameras in a single cinematic.
    5) Can ambient sounds, sound emitters, or music be played / triggered in a cinematic?
    6) Is there a way to apply shaders to the Camera? Ex: Blur, Alien Vision, etc.



    1) You could blend the first animation into a second animation set at 0% play back. There is no 'stop animation' button. I think I understood your question.

    2) You should be able to place your own content into the NS2 directory that you wish to load.

    3) For stuff like bullet traces, Add Event -> Play Cinematic -> Select the Cinematic of your choosing and select an attach point. If no attach points are available It might not be possible. I can't remember.
    Cinematics like bullet traces only play once so you'd have to add the event 50 times if you wanted a marine to empty a full rifle clip.
    Best to create your own cinematic with the amount of bullet traces you want.
    The other option is 'Create External File'. Note that if the cinematic you import also has another cinematic imported into it, it will not move with the rest of the imported cinematic. You'll find it at the 'center' of the 'world'

    4) Use key-frames to set a camera's property 'Visible' to 'False' when you wish to switch to the next camera or something like that. I do know it doesn't behave as you'd expect. I'll have to figure out what I did to get it to work correctly.

    5) Add Event -> Play Sound works on any object if I recall correctly. Sounds are bugged currently. Sounds you add will not likely be audible until you save and reload your cinematic. They are also often to quiet to be heard. No sound file is created if you render a cinematic.

    6) I don't think so.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I've setup a simple scene with a gorge walking across a doorway. To make the sounds of him walking, I have to insert a sound every frame to get his footsteps. Since this is an insane amount of work, even for a simple scene, I might see if I can just import a sound into the game and do the correct length walking sound in audacity. Would be a lot quicker than manually playing a footstep sound every frame.
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