READY! Here's an instruction on how to create Doyle's Death scene at the very end of the Volcano level.
Spoiler
Creation of Doyle's death screensaver, Volcano level, the very end.
Create an object at Entity / Others / AnimObject
Place the object at X = 1007.05, Y = 827.12, Z = 16.25
Rotate the object at X = 0, Y = 0, Z = 145
Change the model - Objects characters pmodels hero hero.cgf
In attachmet1 change the object - Objects Weapons de de_bind.cgf
And in boneName keep the same name weapon_bone.
Check HiddenIngGame To True.
Rename the object to Jack.
Create an object at Entity / Others / AnimObject
Place the object at X = 1007.86, Y = 826.7, Z = 16.25
Rotate the object at X = 0, Y = 0, Z = -5
Change the model - Objects characters story_characters harlan harlan.cgf
In attachmet1, erase both the object and the boneName.
Check HiddenIngGame To True.
Rename the object to Doyle.
Create an object in SimpleEntity
Place the object at X = 1007.36, Y = 827.58, Z = 17.14
Rotate the object at X = 0, Y = 60, Z = 85
Change the model - Objects Weapons Muzzle_flash mf_de_tpv.cgf
Check HiddenIngGame To True ...
Rename the object to Muzzle.
Now let's create cameras
Create 1 camera in the PollupBar window by clicking on the word Camera
Place the first camera at X = 1007.22, Y = 827.08, Z = 17.36
Rotate the first camera to X = 34, Y = 0, Z = 154
Rename the first camera to cs_camera1.
Select the first camera cs_camera1 and copy the new camera by pressing Ctrl + C the name of the camera will be like this:
cs_camera2.
Place the second camera at X = 1008.82, Y = 828.88, Z = 17.16
Rotate the second camera at X = -3.4, Y = 0, Z = -45.2
Copy another camera Ctrl + C its name cs_camera3
Place the third camera at X = 1007.87, Y = 827.04, Z = 17.23
Rotate the third camera to X = 2, Y = 0, Z = -110
All objects and cameras are created.
Now we will add these objects and cameras to TrackView.
Go to TrackView, I will write in Russian (TrackVia)
On the very left side of the TrackVia panel there is a blue man with a plus, click on it.
Write the name of this sequence, for example: Death_Doyle.
You have created a sequence.
Find a blue man with lines on the left side of the TrackVia panel, click on it. These are properties of the sequence.
Check the boxes for Cut Scene, Disable Player, Disable HUD, Disable AI, Disable Physics, and Disable Sounds.
In the EndTime box, change the number to 15. Click OK.
You have changed the properties of the sequence.
Now we will create the Main Node of this sequence, the Scene.
To do this, on the TrackVia panel, there is a small camera icon, click on this icon. A
gray cube with the word Scene will appear on the left side of the TrackVia . The gray cube is a Node, I will call it a node. The yellow cube is a sequence.
Under the node (Gray cube) Scene, there is the word Camera - this is Track.
Now select the Jack object and in the TrackVia panel to the left of the small camera icon, there is a square with a plus sign,
click on this icon. A Node (Gray Cube) appears with the word Jack. This means that you have added a Jack object to TrackVia.
In the same way add the Doyle, Muzzle and all 3 cameras by clicking on the plus square.
Now you have added All objects and cameras to TrackVia.
Below the Jack node there are two words Position and Rotation, delete them by pressing the Delete key.
Now right-click on the Jack node and click on the word Add Track, then select the word
Animation1. The word Animation1 appears under the node. Add 4 more tracks in the same way: Expression1,
Expression2, Expression3 and Visibility.
You will see that there is a blue bar on the Visibility timeline, which means that the Jack object is currently showing on the Stage.
If there is no bar on the time interval of this scale, it means that the Jack object is hidden on the Stage. Tracks: Position and
Rotation are not needed, delete them.
Similarly, add the same 5 tracks and also delete 2 unnecessary tracks to the Doyle node, as in the Jack object.
Add the Main Node Scene 2 of the track: Sound1 and Sound2.
Remove the Position and Rotation of the Muzzle node, just add one Track Visibility.
Now add all 3 cameras to TrackVia with a plus square icon. Tracks on camera nodes are needed, do not delete them,
Now you have added All objects and cameras to TrackVia, and in their nodes you have added tracks and unnecessary ones have been deleted.
Now we are going to make a scene.
On the right side of the TrackVia panel, there is a 0.000 timer, to the left of it there is one icon with a red cross, there is an icon
with a cursor with a plus and an oval is the Add Key icon. You can see that on the timelines, there is a
pink slider set to 0 seconds - this is the current time indicator. On the Main Timeline there is,
this is the order of the numbers 0 '' '' '' '' 1 These dashes mean fractions of a second, like this 0, 0.1, 0.2, 0.3, 0.4, 0.5 ... and so on to 1
Now when You have selected the Add Key icon, click on the Jack node and on the Animation1 timeline
0 (')' '' '' '' '1, click on the line that is selected by brackets - this is 0.1 second. Now I will not write lines,
but I will write fractions of seconds. A small oval will appear - this is the Key. Click on this oval (Key) with the right mouse button.
A small window will appear. In the Start Animation window: select animation: jack_volcano_cs1_p1. Close this window.
Note that after the oval (key) there is a blue strip and text near the key, this means that the animation is
running jack_volcano_cs1_p1, if the blue strip is over, then the animation is over and the Jack object will not move.
In the same way, add a Key on the Doyle node, on the Animation1 timeline by 0.1 second and select the following
animation: doyle_volcano_cs1_p1. Close the window.
You have created animations for two nodes Jack and Doyle.
Now on the TrackVia panel, click on the blue triangle facing to the right - this is Playback. And you will see
how the pink slider began to move to the right and two objects began to animate Doyle to lie down and Jack to stand.
Upon completion of the Scene, the objects will stop animating, which means that the pink slider has gone beyond the blue bars of the two
animations and you will see that the timer has stopped and shows the time 15.000
Now we will create Sounds for the Scene and a series of displays on the Cameras.
On the Main Scene Node on the Sound1 timeline, add a Key at 0.1 second. Right-click on this key
and select this sound file: Languages ​​ missiontalk dam damlab_specific_a_19.wav
On the same Main Scene Node on the Sound2 timeline, add a Key for 12.4 seconds and select this
sound file: Sounds Weapons de defire1_stereo.wav
You have created Sounds that will be played on this Stage.
Now we will show a shot in 0.1 second, from a Falcon pistol, otherwise this object, you often see on the Stage,
how to do it?
Here's how. First, on the Muzzle node in the Visibility timeline, add a Key for 0 seconds and you will see
that there is no blue bar from 0 to 15 seconds, which means that the Muzzle object is hidden in the Stage. Now add the
Key on the same scale at 12.4 and 12.5 seconds and you will see that the shortest blue bar is visible from 12.4 to 12.5
seconds. Now move the pink slider 12.4 seconds and you will see the Muzzle object shown on the Stage.
Now we are going to create the movement of Cameras.
Press Two Times On The little blue square is Stop. Then click on the red circle - this is Record. Note that
when you select the Record icon, the Slider will change from pink to Red. This means that
Recording is being made on the Stage . Select the first camera cs_camera1 and move and rotate it and then cancel it by pressing Ctrl + Z.
Then move the Red slider for 3 seconds and at this time
Move the first camera to X = 1007.44, Y = 826.08, Z = 18.52
Rotate the first camera to X = 43.8, Y = 0, Z = 177.19
Click the Record icon again to stop recording. Then go to Stop and then to Playback and watch how the
Camera moves and rotates for up to 3 seconds. Click on Record again and move the red slider to 10.5 seconds
and at this time
Move the first camera to X = 1007.2, Y = 827.47, Z = 17.1
Rotate the first camera to X = 47, Y = 0, Z = 162.39
And move the red one again the slider for 11.5 seconds and at this time again
Move the first camera to X = 1007.2, Y = 827.47, Z = 17.1 Same Position
Rotate the first camera to X = 39.6, Y = 0, Z = 151.39
That's it! Camera Movement cs_camera1 Done.
Now we will make the movement of the second Camera.
Select the second Camera cs_camera2. If there are keys on the cs_camera2 node on the Position and Rotation scales for 0 seconds, then
delete them. Then move the red slider for 3 seconds. Move and rotate the second camera cs_camera2. Then
Cancel with Ctrl + Z. Then move the red slider for 9 seconds and at this time
Move the second camera to X = 1011.17, Y = 825.88, Z = 18.39
Rotate the second camera to X = 16.8, Y = 0, Z = -111
Move the red slider to 5.5 seconds and this time
Rotate the second camera to X = 17.8, Y = -2.2, Z = -95.5
You do not need to move the second camera.
Then Move the Red slider for 11.5 seconds and at this time
Move the second camera to X = 1008.34, Y = 828.3, Z = 17.01
Rotate the second camera to X = -23.2, Y = 0, Z = -46.99
Everything! Camera Movement cs_camera2 Done!
Now we will move the last third Camera.
Select the third Camera cs_camera3. If there are keys on the cs_camera3 node on the Position and Rotation scales for 0 seconds, then
delete them. Then move the red slider for 9 seconds. Move and rotate the third Camera and Cancel with Ctrl + Z.
Then move the red slider for 10.5 seconds and at this time
Move the third camera to X = 1007.79, Y = 827.37, Z = 17.23
Rotate the third camera to X = -1.2, Y = 0, Z = -91.8
That's it! You have done the movement and rotation of all three Cameras.
Now we will add the order of the three Cameras. How it's done? Here's how.
On the main Scene Node on the Camera scale, add a Key for 0 seconds. Right click on it and select:
cs_camera1. Then add the 2nd Key for 3 seconds. Select: cs_camera2. Next is the 3rd Key for 9 seconds. Select:
cs_camera_3. 4th Key for 10.5 seconds. Select: cs_camera1. And the last 5th Key Add for 11.5 seconds.
And select: cs_camera2.
Everything! You have Arranged the order of the three Cameras on the Stage.
Now all you have to do is to create facial expressions, talking and blinking of Jack and Doyle objects. How to do it? Here's how.
On the Doyle node on the Expression1 scale, add a Key by 0.2 seconds. Right-click on it. A window will appear.
And in this window you will see 5 windows: MorphTgt, BlendIn, Hold, BlendOut and Amp. In the MorphTgt box: select the
mouth animation : #phoneme_o, In the BlendIn box: change the number to 0.1, In the Hold box: also by 0.1, In the BlendOut: also by 0.1, and In the
Amp box: leave the same number 1. Close this window
1. Further on the same node on the same scale add the Key for 1 second. Change the Properties of the Key. MorphTgt: #phoneme_e,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
2.Further on the same node on the same scale, add the Key for 1.6 seconds. Change the Properties of the Key. MorphTgt: #phoneme_i,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
3.Further on the same node on the same scale add the Key for 1.9 seconds. Change the Properties of the Key. MorphTgt: #phoneme_o,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
4. Further on the same node on the same scale, add the Key for 2.2 seconds. Change the Properties of the Key. MorphTgt: #phoneme_a,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
5.Further on the same node on the same scale add the Key for 2.5 seconds. Change the Properties of the Key. MorphTgt: #phoneme_sh,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
6. Further on the same node on the same scale, add the Key for 3.4 seconds. Change the Properties of the Key. MorphTgt: #phoneme_o,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
7.Further on the same node on the same scale add the Key for 3.7 seconds. Change the Properties of the Key. MorphTgt: #phoneme_i,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
8.Further on the same node on the same scale add the Key for 4 seconds. Change the Properties of the Key. MorphTgt: #phoneme_sh,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
9.Further on the same node on the same scale add the Key for 4.8 seconds. Change the Properties of the Key. MorphTgt: #phoneme_i,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
10.Further on the same node on the same scale add the Key for 5.1 seconds. Change the Properties of the Key. MorphTgt: #phoneme_m,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
11.Further on the same node on the same scale add the Key for 5.4 seconds. Change the Properties of the Key. MorphTgt: #phoneme_a,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
12.Further on the same node on the same scale add the Key for 6.2 seconds. Change the Properties of the Key. MorphTgt: #phoneme_i,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
13.Further on the same node on the same scale add the Key for 6.2 seconds. Change the Properties of the Key. MorphTgt: #phoneme_a,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
14. Then on the same node on the same scale, add the Key for 7 seconds. Change the Properties of the Key. MorphTgt: #phoneme_e,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
15. Then on the same node on the same scale, add the Key for 7.5 seconds. Change the Properties of the Key. MorphTgt: #phoneme_m,
BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
0.Now on the same node on a different Expression2 scale add a Key for 1.6 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
Next, on the same node on the same scale, add a Key for 2.6 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1. 2.
Further on the same node on the same scale, add the Key for 3.7 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
3. Further on the same node on the same scale, add the Key for 5.3 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
4. Further on the same node on the same scale add the Key for 7.3 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
0. Now on the same node on a different Expression3 scale add a Key for 10.2 seconds. Change the Properties of the Key.
MorphTgt: #full_suprise, leave everything the same BlendIn: 0.5, Hold: 1, BlendOut: 0.5, Amp: 1.
That's it! You have created facial expressions, talking, and blinking on the Doyle object.
Now it remains to make facial expressions, talking and blinking to the Jack object.
0.On the Jack node on the Expression1 scale, add a Key for 8.4 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_a, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
1.Further on the same node on the same scale add the Key for 8.7 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_i, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
2.Further on the same node on the same scale add the Key for 9.4 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_o, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
3.Further on the same node on the same scale add the Key for 9.7 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_a, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
4. Then on the same node on the same scale, add the Key for 10 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_e, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
5.Further on the same node on the same scale add the Key for 10.3 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_sh, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
7.Further on the same node on the same scale add the Key for 10.9 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_a, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
8.Further on the same node on the same scale add the Key for 11.2 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_i, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
9.Further on the same node on the same scale add the Key for 13.1 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_sh, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
10.Further on the same node on the same scale add the Key for 13.4 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_i, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp: 1.
11.Further on the same node on the same scale add the Key for 13.7 seconds. Change the Properties of the Key.
MorphTgt: #phoneme_e, BlendIn: 0.1, Hold: 0.1, BlendOut: 0.1, Amp:
1.0 Now on the same node on another Expression2 scale add a Key for 2 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
Next, on the same node on the same scale, add a Key for 4.1 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
3. Further on the same node on the same scale add the Key for 6 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
4. Further on the same node on the same scale, add the Key for 7.8 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
5.Further on the same node on the same scale add the Key for 9.6 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
6. Further on the same node on the same scale, add the Key for 11.7 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
7. Further on the same node on the same scale add the Key for 13.6 seconds. Change the Properties of the Key.
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut: 0.1, Amp: 1.
0. Now, on the same node on another Expression3 scale, add a Key for 0 seconds. Change the Properties of the Key.
MorphTgt: #full_angry_noteeth, BlendIn: 0.5, Hold: 10, BlendOut: 0.5, Amp: 1.
1. Further on the same node on the same scale, add the Key for 11 seconds. Change the Properties of the Key.
MorphTgt: #full_angry_noteeth, BlendIn: 0.5, Hold: 10, BlendOut: 0.5, Amp: 1.
That's it! You've created facial expressions, talking and blinking on Jack.
ALL! SCENE COMPLETELY COMPLETED! CONGRATULATIONS!!!
PS Now create a ProximityTrigger and place it wherever you want. In the Properties of this Trigger, find This: PlaySequnce
Write the Scene you created in it, For example: Death_Doyle. Reload the script.
Next Test the level by pressing Ctrl + G and now go to this trigger and you will see a SCENE!
If necessary, then do this. Select all objects and cameras on the Scene you created, combine them into a Group.
Move where you want. Capture these objects and cameras from the Group and Everything
Again there was a problem. I can't add an Add Key on the TrackView panel. Didn't find the badge.
traigen
With the levels, the Brush objects have disappeared, how can they be returned again, and everything else is on the levels and Entity and
Way Points and more. How to return Brush-objects to the map ???
In short, the Brush objects that are invisible on the map have not disappeared, I just didn’t understand what I’m walking through the air, but now I understand the objects are on the map, but not visible, but there are no Type Brush objects in the list of all Ctrl + T objects.
Djagernaut01
The fact of the matter is that I do not have this badge. In the TrackView on the right, I have only 16 icons instead of 21. How do I fix this?
I also had this 2 years ago, but I forgot how to show 5 icons on TrackVia. Try it like this
Spoiler
If it is the same, then in the Computer System change the Screen Resolution. I have 1280x1024
PS Now not Multiposting.
Spoiler
How to work with MoveEntityTrigger Here's how
Spoiler
Create a Simple Object and change the model to Barrel, rename the name to "Barrel".
Here is 1 Screenshot. WARNING that the photos are very BIG.
Spoiler
Next, create a Trigger "MoveEntityTrigger", leave the same name "MoveEntityTrigger1".
Here is 2 Screenshot
Spoiler
Now create a Point where the "Barrel" object will move. The point will be an invisible object in the game this is
"DelayTrigger", rename the Trigger to "DelayTrigger67".
Here is a 3 Screenshot.
Spoiler
Now select the "MoveEntityTrigger" Trigger. In the Properties of this Trigger,
the words EntityObject and MoveObject. Write
"DelayTrigger67" next to EntityObject and "Barrel" next to MoveObject.
Here is a 4 Screenshot.
Spoiler
Now that you've changed the Properties, go down and select the On Move_Object_1 Event and click the word Send at the bottom.
Here is 5 Screenshot
Spoiler
And you will see that the "Barrel" object has disappeared, which means that it is near the "DelayTrigger67" point, that is, the "Barrel" object has moved.
Here is the Last 6 Screenshot
Spoiler
This is how MoveEntityTrigger works on objects, and with the player, you can also do this,
just you will see in the Trigger Properties under the Player wrapper one word is EntityTrigger ", this is the point where the player will move. Well, you will figure it out for yourself)))
PS Now not Multiposting)))
-------------- -------------------------------------------------- ------
Well, there are a lot of errors in the log ...
Spoiler
But at the same time, this Trigger works well for me, and reloads the script in a second.
And what error do you get?
---------- -------------------------------------------------- -----------
traigen
I have uploaded your tutorial on lava, answer me this question.
What PROGRAM to open this FILE? I opened Word, he writes me rectangles and other crap, i.e. it is necessary to select the text encoding. So which program to open the file ???
How to edit maps from mods (Blood Range, Anti-Terror, Dawn to Dusk, Returning In Paradise)
Trigen
Traigenusha. Help how to open the levels of the game FarKray with the editor Back to Heaven
Find the .cry source there)) I think you can practically write a program that can translate (disassemble (sort of)) all the code of the ready-made level into the editor's code, but I know for sure that no one wants to write such a program.
What is the program, where to download it?))
In short, I changed my name to Russian))))
It was "Djagernaut01"
It became "Jagernaut01"
)))
Need help. I created a cut-scene and I want the level to end after playing it (like on the River). Everything seems to be done correctly, the scene is played, and the level does not end, well, nothing. What to do.
Jack Carver [Episode Two]
Add this to the mission script .....
function Mission: Event_MissionFinished ()
_localplayer.cnt: SavePlayerElements (); - this parameter saves the inventory of the player
Game: SendMessage ('StartLevelFade NAME OF THE NEW LEVEL');
end
PS By the way, it's me Juggernaut01))) Now I'm Tester0001))))