80 lines
3.8 KiB
HTML
80 lines
3.8 KiB
HTML
<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 35: Chaining Scenes</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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<BR>
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Some scripts can get pretty long, and drawing all those lines can sometime slow down the CPU. The Sunder Escape scene was a massively chained cine. 5 scenes in all. There were many problems with the way I chained them so let me impart that knowledge onto you. But before that, lets do a simple chained scene, so you can understand what the hell I’m yabberin about.
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<P>
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Make a script called chain_scene1<BR>
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On cubic 1<BR>
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Put boots, walking on spline<BR>
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Put your camera on cubic track 10<BR>
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Your focus on 11<BR>
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Put an ob_automap on track 3<BR>
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Put an ob_dockshiplite on track 5
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<P>
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Now make a script called chain_scene2<BR>
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Delete ALL newent NODES<BR>
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Put your camera on track 10 and camera focus on track 11<BR>
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But change the position of the camera.<BR>
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Delete all nodes for the dockshiplite<BR>
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Move the automap node for away from it’s original position<BR>
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Change boots path so that he walks in a circle.<BR>
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Save this.
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<P>
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We need to tell anox to link/chain those cines together. So bring down the console.<BR>
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Ui_chainscripts chain_scene1 chain_scene2<BR>
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Anox will tell you if it has found both scenes and chained them<BR>
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Now type<BR>
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Ui_playscene chain_scene1
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<P>
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You will notice the automap moved, the dockship did NOT,<BR>
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And boots snapped to his new location and walked in a circle.
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<P>
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If you make a change and wish to view the changes you will have to reload the map (cuz the script were chained and put into memory). Map changes is the best way to flush memory.
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<P>
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To get rid of the glitch between chains, have scene1 fade to black before it ends, and have scene 2 fade up at 0.1 secs. That should remove the ‘seem’ between scenes.
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<P>
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Lets say you have models on cubic 1,3,5 & 7 on scene1. when you chain to scene2, tracks 1,3,5 & 7 will automatically have those models (you don’t need to use the newent CMD). Yet how do you script scene2 without newent. You can’t, you will have to temporarily put one in.
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<P>
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If you have an entity on track 9 in scene 1, and don’t have a path on track 9 for scene 2, that entity WILL stay where it was left off (The Dockshiplite). I had phantom people pop up over the sunder escape scene.
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<P>
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When you use hidden=1 on an entity in scene1, if you want to see it in scene 2 you MUST hidden=0. (I forgot this abunch of time, and would pull my hair out trying to figure out what was going wrong)
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<P>
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To view the sunder escape scene<BR>
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Map cine1<BR>
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Ui_chainscripts cine1_scene1 cine1_scene2 cine1_scene3 cine1_scene4 cine1_scene5<BR>
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Ui_playscene cine1_scene1
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<P>
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The only time I ever use the swapmdl cmd was for chained cines.<BR>
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Generally I like to load all models for a scene at the beginning, that way there is only one pause at the beginning, never in the middle. But for scene like the sunder escape, multiple models were being swapped. I would do this at the beginning of each scene, where the screen was blacked out, that way you wouldn’t notice the pause as much.
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<P>
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Lets load up chain_scene2<BR>
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On cubic 1 put at cmd node at 0.0 (this is boots path)<BR>
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Swapmdl=models\stiletto\stiletto.md2
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<P>
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Now rechain the scenes (Did you change maps to flush the chain in memory???). and watch it again. Now Stiletto should walk in a circle instead of boots.
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<P>
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There is an UNLINK cmd. But I’m not sure what it does.
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<P>
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To chainscenes in APE, just remove the ui.
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Ex.
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Chainscripts chain_scene1 chain_scene2<BR>
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Playscene chain_scene1
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<P> <P>
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</BODY>
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</HTML>
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