point_viewcontrol How to change it to..

point_viewcontrol How to change it to..

Re: point_viewcontrol How to change it to.. Posted by l00n_NooN on Sun Oct 7th 2007 at 9:32am
l00n_NooN
16 posts
Posted 2007-10-07 9:32am
16 posts 2 snarkmarks Registered: Aug 21st 2007
He guys i need some help!

How can i make a point_viewcontrol witch after some seconds it changes to another point_viewcontrol.

Like you are watching alyx's face and after some seconds you watch her back.

I want to input/otput camera1 and camera2 (the point_viewcontrols) from camera1 to go to camera2 after a 5 seconds.

Did you understand me?

Thhhhaaaannnks!
Re: point_viewcontrol How to change it to.. Posted by Riven on Sun Oct 7th 2007 at 8:21pm
Riven
1640 posts
Posted 2007-10-07 8:21pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
There are several ways to accomplish this effect, but this is how I do it...

-If you're expecting to do some traditional A B camera cinematography like for a machinima or in-game cut sequence, this is the effect you'll recieve:

I add just ONE point_viewcontrol; it doesn't matter where it is within the map. You will need to enable it via some other entity once the map begins to run from a logic_auto with an "on map spawn" output. From there you will need your point_teleports. Place them where you want your camera to end up. Name them and have the logic entity set to teleport your camera (point_viewcontrol) to the name of one of your point_teleports.
In order to give the angles you want so that your camera will face exactly where you want it, you will need to set an info_target [color=white]of where you want the camera to face to, [/color]and under the "Pitch Yaw Roll (YZX)" keyvalue use the "point At" button and use the 3D view to select the info_target.

Also make sure you have set the "Entity To Teleport" keyvalue with the name of your camera (point_viewcontrol). When the logic_auto tells the point_teleport to "teleport" it will automatically move the point_viewcontrol to that point and turn it to the angle specified by the "Pitch Yaw Roll (YZX)" keyvalue, just like scenes in a show. Just leave the "Teleport Home" flag unselected. And you simply time it with a logic entity of your choice when you want the scene to change using the "delay" feature under the outputs tab. And you may have as many point_teleports as you'd like, and can switch back and forth from them as many times as you'd like.

-Happy filming!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: point_viewcontrol How to change it to.. Posted by l00n_NooN on Mon Oct 8th 2007 at 5:33pm
l00n_NooN
16 posts
Posted 2007-10-08 5:33pm
16 posts 2 snarkmarks Registered: Aug 21st 2007
Hm i realize how to make it easier...

Look now im making 4 point_viewcontrol (s)

I have npc_breen infront of me!

and my Point_viewcontrols names are camera1 camera2 camera3 and camera4

So i click on breen's properties and ouput this.

My Output Named: OnDead

Target entities named: camera1

Via this input: Enable

AND THEN..another

My Output Named: OnDead

Target entities named: camera2

Via this input: Enable

After a delay in seconds of: 5

And the camera3 seconds will be 10 and the camera 4 seconds will be 15..

So breen have 4 Outouts and the cameras will change in every 5 seconds

Simple and working! ^^)
Re: point_viewcontrol How to change it to.. Posted by Riven on Mon Oct 8th 2007 at 11:01pm
Riven
1640 posts
Posted 2007-10-08 11:01pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Well IMO, mine is as easy as yours but I went into greater detail explaining it. I have no idea what terminology you knew or not, so I explained what to do and how to do it, whereas you did not explain how. However, I totally understand your method, but others reading this thread may not. Also, my method will allow for the point_viewcontrol to be used in a script_intro entity which is how Source does all the cool Camera effects like in the first scene of Half-Life 2. Let's say instead of switching instantly from camera to camera, you fade between them (which you can only do with the script_into entitiy), you can easily do it with my method, but going about it with multiple point_viewcontrols will make you want to tear your hair out.

Not to mention it will make it easier to have all your outputs coming from one logic entity that refers to the same point_viewcontrol every time instead of daisy-chaining from one entity to another telling when to switch to another point_viewcontrol. Plus when you switch back to the player's view, you will need to disable every point_viewcontrol that you enabled otherwise it will refer to the last enabled point_viewcontrol before the player's view.

I just truly feel that my method will help keep you organized a lot better. But you're right, either will work.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202