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Re: The Ultimate Resident Evil Camera
[Re: Orange Brat]
#38225
12/21/04 14:48
12/21/04 14:48
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Joined: Feb 2003
Posts: 2,826 Margaritaville (Redneck Rivier...
myrlyn68
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
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A quicker way of handling that is to change out one of the cameras in WED (or place an entity at nearly the exact location of the camera) and then pop open the WMP with a text editor. You should be able to see clearly how the entity position is identified compared to a camera. Then just run a Find/Replace Routine and reopen in WED. You should now have the appropriate entities where the cameras used to be. Assign the camera action to them (again you can do that in the text editor if you feel comfortable with it), and you are good to go.
Works well with other things too - especially if you have a lot of entities to change out for one reason or another.
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Re: The Ultimate Resident Evil Camera
[Re: Evil_Level_Designer]
#38227
12/22/04 09:48
12/22/04 09:48
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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Nothing gets created in the script....it takes what you've placed in the level and uses the skill1 values to keep everything paired up and working right. You can also use any kind of entity that can have an action assigned to it for the camera, so that means models, map entities, or sprites.
I think the only way you can get access to an actual "position" would be to use "str_for_entname"(I think that's it) to get the name of the position(pos_000, pos,001, etc) and get that into the array in the "set_cam" action some how.
I think it would be less hassle to simply replace the positions themselves with an entity and use the scripts as designed. Since you are using MAX2GS, I know you can export non-level block models and sprites with the level itself, or you can do it like myrlyn68 suggested.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: The Ultimate Resident Evil Camera
[Re: Orange Brat]
#38230
02/20/07 05:34
02/20/07 05:34
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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I completely gutted this and updated the scripts to more reflect that used in The Disenfranchised, as well as newer engine commands (time_step and c_instructions although it is setup to still use the equivalent of the old ent_move). It still lacks the smooth transition from node to node that the game has, but this is a bit better. I also updated the controls, animation, and player's physics scripts so they're consistent with those found in the 3rd person cameras I have floating around. I also reduced the test level play area and the number of cameras (from 7 to 3). Finally, you can set all of your camera parameters from WED, now. http://www.geocities.com/hainesrs/tester3.zip
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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