Tram tunnel flythrough menu
BeigeAlert
Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
in Modding
http://steamcommunity.com/sharedfiles/filedetails/?id=254723100
I've created a main menu loop that's a fly through of the main tunnel in tram. I removed the north and south doors at the edge of the map and duplicated some geo so it's a seamless loop, as if the north and south were linked.
If this is popular enough I may try to smooth out the camera movement a little bit more. It's a bit linear-feeling right now. All I did was hit record, and right-click + wasd through the tunnels, and then delete 90% of the control points on the tilt and yaw curves, otherwise it was REALLY jittery.
I've created a main menu loop that's a fly through of the main tunnel in tram. I removed the north and south doors at the edge of the map and duplicated some geo so it's a seamless loop, as if the north and south were linked.
If this is popular enough I may try to smooth out the camera movement a little bit more. It's a bit linear-feeling right now. All I did was hit record, and right-click + wasd through the tunnels, and then delete 90% of the control points on the tilt and yaw curves, otherwise it was REALLY jittery.
Comments
I'm thinking of adding a battle to hub, and having a few aliens/marines running around through the tunnels, what do you guys think?
How did you go abot smoothing the turns?
I ended up having to cut it down to about 4 keyframes per channel for the rotations, and just use their crappy spline interpolation. Works well enough for this situation though.
Here's a gif!
(ninja edit!)
Oh, please post any sort of Tips-n-Tricks you learn about working with the Cinematic editor. It really strikes me as under utilized in ns2 modding, in general.
Good luck!
Not putting any pressure on you at all.... :P
Maybe if I'm bored I will write something.
Unfortunately there's not much I can do to slow it down. It would take a loonnngg time to space out the keyframes more, as the camera's x axis has a keyframe at pretty much every frame. It would also mean I would have to redo the marines running to be longer, and that was already a big enough pain in the butt. Then later, that would mean the battle in hub would have to be a bit more detailed, and the cinematic editor doesn't really allow for this. For example, I still have no clue how I'm going to get marines to have their weapons up and firing at certain targets... I think I'll just have to make due with having all the aliens running straight at them so the marines don't have to be aiming.
What I did was animate the lerk first, then I animate the exo to move and aim at the lerk. To aim an exo, you have to rotate the exo, and it has to have an animation going... so my exo is walking. BUT I want it to fire as well... unfortunately you can't have two animations playing at once, mixed together, but what you CAN do is play the walk animation, then play the fire animation with a long blend time. It sort of works... but only because we only see it for a brief glimpse here. THEN, I had to worry about the muzzle flashes on the end of the guns, easy. Just use "add cinematic" and use the gun barrels as attach points. But then I had to manually add two lights for the exos 2 guns, animate a crazy flickering, and animate the movement of the lights so they line up with the tip of the gun barrel as it moves (no parenting system in the cinematic editor!). I had to do the same thing with a particle system to get the shells ejecting out the sides. Pain in the butt, but looks pretty good. Problem is, the exo slides along the ground because it's rotated to where its aiming, not where it's moving. Luckily, there's an option under "pose parameters" that let's you rotate the bottom of the exo. "Body yaw" I think it was...
Yup! That's exactly what I did. What I was talking to was how you can't normally have the exo walk animation playing at the same time as its firing animation is playing. Cinematic editor doesn't let you blend them together like that. The only way to blend them is using the blend time, and that's designed to work as a transition from one animation to the next, not as a means to have two animations playing at the same time. But I can exploit this by just having the exo appear very briefly... and its back is turned to us, so it's not obvious that the animations aren't exactly playing correctly.
Yea, but unfortunately the rifle marine's gun just floats in front of him during the walk animation, whereas the shotgun behaves correctly. Oh well... shotguns and flamethrowers it is!
Don't think I could use that as a menu background, the GIF made me almost seasick, but very cool. :P
Oh dear.... hate to see you lerk! :P
I am honored to have drawn Olmy out of hiding.
So now there's an extra lerk that'll show up. Not much, but figured I might as well post it if I've got it.
Is anybody using this at all?