56 lines
1.9 KiB
HTML
56 lines
1.9 KiB
HTML
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<HTML>
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<HEAD>
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<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
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<TITLE>Anachronox Editing Documentation</TITLE>
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</HEAD>
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<BODY BGCOLOR="#000000" TEXT="#EFEFEF" LINK="#00FFFF" ALINK="#FFFFFF" VLINK="#05F3D0">
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<CENTER>
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<P>
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<FONT FACE="Helvetica">
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<FONT COLOR="#0055DD"><B>Tutorial 39: Techniques - Sticking Objects to Camera, Neat Cine Maps, Squibs</B>
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</FONT>
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</CENTER>
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<P>
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<HR>
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Squibs: there are 2 main types<BR>
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Ob_squib: it has 6 random points. Useful with beams. Effect_1,effect_2, etc, etc<BR>
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Ob_squib2: if you have it face a focus point, surface effect_1 will point directly at it while surface effect_2 will point directly up (90 degress north of effect_1)
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<P>
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The Travico had a genius idea and attached a special model onto the camera path. Newent=ob_ransom<BR>
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That is the thing that Rho holds up in Votowne. He started coming up with a whole host of attach ed entities. You can only scale them upon a certain axis, I believe the Z-axis. The krapton/Rictus attack scripts have camera attached entities. Democratus Nuke battleskill attack.
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<P>
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Here are the cinematic maps.
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<P>
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Map sphere<BR>
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Map sphere3<BR>
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Map cinedem<BR>
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Map cinehive<BR>
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Map cine1<BR>
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Map cine2<BR>
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Map cinehive2<BR>
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Map cineend<BR>
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Map flashback<BR>
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Now a lot of these scenes GRAB the Player models, so you can<61>t just simply play them (One of the reason there are so many bugs with the play cinematic feature).
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<P>
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But the flashback ones can be played
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<P>
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Boots<EFBFBD> flashback<BR>
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Ui_chainscripts flashback_scene1 flashback_scene2<BR>
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Ui_playscene flashback_scene1
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<P>
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Stiletto<EFBFBD>s flashback<BR>
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Ui_chainscripts flashback2_scene1 flashback2_scene2<BR>
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Ui_playscene flashback2_scene1
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<P>
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Fatima<EFBFBD>s flashback<BR>
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Ui_chainscripts flashback3_scene1 flashback3_scene2 flashback3_scene3<BR>
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Ui_playscene flashback3_scene1
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<P>
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Many tricks were incorporated into the flashback scenes. Check em out. Use F7!!!
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<P> <P>
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</BODY>
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</HTML>
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