View Full Version : UE2 - UT2kX Matinee camera fade
ninjanomics
13th Jun 2008, 03:47 PM
Matinee doesn't seem to want to play the camera fade that I added to it via a subAction. Does the camera fade have to be on the first cameraMove or the second/last?
Angel_Mapper
13th Jun 2008, 03:52 PM
It can be pretty much anywhere except for the very end. Can you post your exact properties as far as actions and subactions, and the timings?
ninjanomics
16th Jun 2008, 10:25 AM
First subAction has a duration of 0 seconds
There's a cameraFade on that subAction with bFadeOut= True, Delay set to 0 and Duration=2.0
The Movie is triggering, because if I take the interp points off of the subsequent cameraMoves, it gives me a IntPoint=nil error.
Angel_Mapper
16th Jun 2008, 02:02 PM
The Movie is triggering, because if I take the interp points off of the subsequent cameraMoves, it gives me a IntPoint=nil error.Wait, is the movie playing? I don't understand why this is the only way you can tell that the movie is triggering.
ninjanomics
16th Jun 2008, 03:04 PM
The movie is taking over then going to the first action which is a move camera with no int. point so it crashes out. The biggest bulwark that I'm having is that in the stripped down (read: gutted) version of unreal that I've been handed, there's no real concept of a player camera. Rock/Hard place :(
I think I may fake the camera fade with a bunch of huge particle systems. Won't look as good, but time is money as they say.
Angel_Mapper
16th Jun 2008, 04:15 PM
Why doesn't the first move action have an int point?
ninjanomics
17th Jun 2008, 02:51 PM
The first time I tested it I forgot to link the int point to the action, when I tested it, it triggered the movie, but crashed due to the lack of an Int point. When I linked all my actions up to the int points, though, the movie (presumably) triggered, but only oriented the camera toward the int point. It did not move the camera's xyz or apply the fade subAction.
Like I was saying, it's a stripped down (America's Army) version of UT2kx that I'm using. It doesn't even so much as have the concept of a Player Start.:mad:
Angel_Mapper
17th Jun 2008, 02:57 PM
Weird. I don't know how to help you, sounds like a craptastic editor. :(
ninjanomics
17th Jun 2008, 03:32 PM
One which makes my brain hurt...
Thanks anyway for the effort :)
ninjanomics
19th Jun 2008, 11:49 AM
Ok so I went the gimp route and made some giant particles that fade in just in front of the camera when triggered.
I've got max particles set to 2 so that once the 'fade to white' effect occurs, it stays that way. The fade looks great, and it does trigger, but the timing is fuxing up.
It triggers at AROUND the correct time, but is different every time it is triggered. Sometimes it fades in well before time, and sometimes perfectly in sync with the intended result.
Properties of interest:
Trigger:
ResetOnTrigger - False
TriggerDisabled - False
SpawnOnTrigger (both pps and range set to 0)
Time:
InitialDelayRange/InitialTimeRange - min 0 max 0
LifetimeRange - min 30 max 30
Spawning:
AutomaticInitialSpawning - True
InitPPS - 0
PPS - 0
General:
MaxParticles - 2
ResetAfterChange - True
Thats all the params that (I would think) would possibly be the culprit...
If anyone knows of a param that I've overlooked that could be causing the erratic spawning, please inform :)
vBulletin® v3.8.0 Release Candidate 2, Copyright ©2000-2009, Jelsoft Enterprises Ltd.