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Author
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Topic: Psuedo Cutscenes..
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Data Moderator Posts: 1143 From:Omicron Theta science colony Registered: May 2001
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posted 01-25-2002 12:36 PM
After reading countless threads on the subject of Cutscenes, I decided to create a Cutscene subroutine and came up with the following idea.This idea is very simple yet probably the only way of adding one to your level, without further investigation or resorting to hardcoding. I suggest, for a simple Cutscene you need an enemy. This enemy would appear in a room that Lara has entered (the room would have to be quite large for this to work). The enemy would be using AI so that you could control the direction in which he would move. You would add a trigger that contained a talking .wav file (like the voice in Castle Doomsday). You would also use a flying camera. This is how the scene would be created: Lara enters the room (from the south) that contains the enemy. The enemy would walk toward Lara (northerly direction) and trigger a camera that would be facing east, and slowly move in a half circle behind him. Whilst the camera is moving behind him the Dialogue would be that of the enemy (this would mean it would not matter if the lips moved). As the camera then half circles around behind Lara (to complete a circle), the dialogue would then be hers. The whole dialogue may sound like this. Enemy: "Well Lara, it is time I finished you off". Lara: "I think not". The complete dialogue could be held in one .wav file. The camera would be set so that Lara could not move, and when the circle is completed, it would then end up behind her again, and the level would continue. Now I realise that this is quite simple, however I believe it would look quite acceptable due to the limitations we have to work by. I will gladly accept all comments, or perhaps you may have an idea how to set up a similarly simple cutscene.
------------------ 'ZING' is not a word that I am familiar with, however I will make an exception to 'YOINK'. IP: Logged |
GokuZ Member Posts: 339 From:UK Registered: Sep 2001
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posted 01-25-2002 12:59 PM
What happened to striving for perfection ? There is a way Eidos did it , so can we. I will not stop untill I have created a Full game all the trimmings! and I will not accept "this cant be done" or "well I can do it but Im not telling"Seek and ye Shall Find , In the past 6 months I have come along way and I will continue to learn how to create the things I need for TRLE , I just hope others do too so my quest is not a lonely one ------------------ Currently Working On; The Dragon Ball TR Saga Often in the Chatbox / AOL Instant Messenger Name is : GoTenchiZ , MSN ; Gokuz99@hotmail.com IP: Logged |
Data Moderator Posts: 1143 From:Omicron Theta science colony Registered: May 2001
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posted 01-25-2002 01:04 PM
Thank you for your input GokuZ, however I was merely stating a useful alternative until we have this technology.  IP: Logged |
GokuZ Member Posts: 339 From:UK Registered: Sep 2001
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posted 01-25-2002 03:34 PM
Ive actually had quite an enlightening evening on this subject and belive that I have found out someones "Secret 8/" that seems rather simple , either way it involves using 3d max and Trviewer and the animations are possible. I will spend my whole day working on it tommorrow and post my findings I am very very Positive on this subject and I am very determined IP: Logged |
Wee Bald Man Member Posts: 579 From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories Registered: May 2001
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posted 01-25-2002 07:02 PM
Hi Data,I think that there is tremendous potential for the method you are describing. In addition to your method there are a couple of others which I would like to discuss further if you are interested: 1) Someone (a programmer) could write a small exe file which is launched before the tomb4.exe is opened. This file would wait for a specified blank WAV file to be Accessed (using a normal CD trigger from within TRLE). When the exe 'sees' that the blank 'flag' WAV has been waved (no pun intended), it launches a pre-rendered cut-scene (AVI preferably). Meanwhile Lara is disabled for the amount of time that the cut-scene lasts. When the AVI has finished playing, the custom exe maximises TR again and the game contines (Lara is re-enabled). I can explain any part of this part more fully if needed. AVI playback whilst tomb.exe is minimised has already been tested successfully. 2) The same method as above but with an adequate shareware macro program which is hot-keyed by the player. 3) I am currently working on a way of presenting the narrative in my level with the use of cameras and what appears to be a complex sequence which is presented with the use of a kind of 'clockwork' of triggers. -------- In my opinion, one of the most important aspects of any 'faux' cut-scene is the soundtrack. For me, sound-effects, dialogue and music provide at least 50% of any non-interactive 'movie moment'. You obviously have a very sharp wit and excellent writing skills, so I think you would have no trouble with your dialogue (I have struggled for a long time to understand how to make mine acceptable). Beyond the soundtrack, the camera movements and the editing have a language of their own which can be used to enhance the scene.. so, all in all, as I said before, I think that this is an area which has huge potential and I feel there is much that can be added to the TRLE if we pursue this further. WBM P.S. GokuZ, what the heck is "Secret 8/"?  ------------------ "Imagination is more important than knowledge." Albert Einstein IP: Logged |
Jaxx Member Posts: 71 From:Australia Registered: Sep 2001
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posted 01-26-2002 12:56 AM
all thing used in cutscenes are in the animating slots, right?IP: Logged |
Data Moderator Posts: 1143 From:Omicron Theta science colony Registered: May 2001
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posted 01-26-2002 05:40 AM
That is an excellent idea Councellor, as long as this subject remains at the top of the list, someone will eventually solve it.I will be attempting my idea in my next level, however if a true cutscene creator becomes available, I may have to add that instead. GokuZ and WBM, keep up the work, your struggle will not go unnoticed.  IP: Logged |
GokuZ Member Posts: 339 From:UK Registered: Sep 2001
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posted 01-26-2002 06:51 AM
Right I belive Ive made a big step in understanding these cutscenes, however im not 100% at the moment and understand why people may not have posted in the past, but the more people that think about the process the quicker it will be solved and Im not out for anytype of glory or to boost my ego I just want cutscenes. With Trviewer It is possible to export laras animations, change them In 3D Studio Max and put them back in, so one way to make a cutscene is to edit one of laras animations so she will walk around and get her to do what you want. The tricky part is Triggering the animations, but analizing the angkor wat.tr4 file and all of the von croy cutscenes are triggered by flip effects (normally used for earthquakes, but still its animation), which leads me to belive that the Cut Scene trigger was never used in the TR4 creation of the game ( we know that certain buttons in the editor were used for TR3 such as the Mud effect ) So if I can figure out how to get the animations into the wad Im sure that they can be triggered this way. I hope I have inspired people in this subject, because in the end what is a tomb raider level without cutsenes. Once this is sorted maybe we can figure a way of getting FMVs to load .....How hard can it be ...... Edit; There seems to be another possibillity, using a patch there is a way to get the offical tr cutscenes to work (also in a different location) if the original cutscenes can be edited this could be another step..I am currently testing this possibillity [This message has been edited by GokuZ (edited 01-26-2002).] IP: Logged |