cutscenes examined...
Posted: Sat Feb 21, 2009 7:56 am
So, weve been given a new toy with standard issue documentation (so far)
.
Here is what has been discovered so far, disecting the example:
playerpos is just a variable named. Used for refrence later in the script. Anything will do here. if you want to set a target coord for camera to be placed or view target do variable = Vector(x,y,z) (specic world coords, touched on below:)
if your planet is in a scale of 258, then 256,256,1 will get you pretty much the top left corner of the map (NE), and 1,1,1 will get you pretty much the bottom right corner (SW). Landscape scale plays a factor on this. I started with a 200 scale and was expecting they were tile by tile coords, but this is not the case. You will have to figure some fancy mathmatical formula by your landscape scale to figure where to point the camera position (for now, anyway?)
playerpos.SetToLocalPlayerPosition() makes playerpos variable the coords to the players position (that the script is running for)
Ive not located a function to call a specific building #'s coords. If its not in the functions, it should be.
This sets the variable on where to place the model (the house, as defined later int he script. again.. this variable (modelpos) can be anything you want it to be.
This is the variable that tells where the camera will be at (or start at, per this script, using the blend mode defined later)
moving it north 2 and up 1 in the air. (again, how far is dependant on your landscape scale settings)
Defines the variable to tell where the camera will end at, used in the blend later.
light stuff.. spent all the night figuring out the placement scale, will fiddle with these later
apparently Model tells it to put the atm and bmp at the modelpos variable coords, defined above. havnt messed with this yet, not quite sure what the last coords are for.. possibly 'last minute' adjustments on the model placement?
tells the script to put a camera out.. what that syntax defines is:
cam = Camera( *camera placement point*,*where the camera is looking at*);
this is for animated camera movement... the 10.0 is seconds for the animation to last... it will start at the cam= point, and, the camera will move to the coords set in the camposEnd variable, also the view target will move from the modelpos to the playerpos variable coords.
caption= (Caption part i havnt messed with short of changing the text
fade in it will start fading in at 1 second until the 2 second mark, then it will be full opacity, then it will fade out from second 5 to second 6 then disappear.
=-=-=-=-=-=-=-
hope this helps make sense enough to do play around with until further details are released and more clarification offered. If anything else is discovered, plz add to this post.

Here is what has been discovered so far, disecting the example:
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section(1)
{
playerpos = Vector();
playerpos.SetToLocalPlayerPosition();
if your planet is in a scale of 258, then 256,256,1 will get you pretty much the top left corner of the map (NE), and 1,1,1 will get you pretty much the bottom right corner (SW). Landscape scale plays a factor on this. I started with a 200 scale and was expecting they were tile by tile coords, but this is not the case. You will have to figure some fancy mathmatical formula by your landscape scale to figure where to point the camera position (for now, anyway?)
playerpos.SetToLocalPlayerPosition() makes playerpos variable the coords to the players position (that the script is running for)
Ive not located a function to call a specific building #'s coords. If its not in the functions, it should be.
Code: Select all
modelpos = playerpos;
modelpos.Add( (1,0,0) );
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campos = playerpos
campos.Add( (0,2,1) );
moving it north 2 and up 1 in the air. (again, how far is dependant on your landscape scale settings)
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camposEnd = campos;
camposEnd.Add( (1,1.5,0.9) );
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AmbientLight( #808088 );
DirectionalLight( (0.2,0.4,-0.7), (0.8,0.75,0.6) );
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Model( "Data/Models/Bldgs/StdHouse02.atm", "Data/Models/Bldgs/StdHouse02.bmp", modelpos, (0.0,0.0,0.8) );
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cam = Camera( campos, modelpos );
cam = Camera( *camera placement point*,*where the camera is looking at*);
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cam.BlendTo( 10.0, camposEnd, playerpos);
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caption = Caption( 0.5, 0.65, "This is an example of a cutscene", 1 );
caption.FadeIn( 1, 2 );
caption.FadeOut( 5, 6 );
}
fade in it will start fading in at 1 second until the 2 second mark, then it will be full opacity, then it will fade out from second 5 to second 6 then disappear.
=-=-=-=-=-=-=-
hope this helps make sense enough to do play around with until further details are released and more clarification offered. If anything else is discovered, plz add to this post.