My wake up scene problem.

Any aspects of level design for the Source engine.

My wake up scene problem.

Postby fishshapedfish on Wed Apr 25, 2012 8:29 pm

I have made a new sort of wake up scene by placing a prop_dynamic rebel with his animation set to sit_ground_to_idle. Once he performs the animation his model is killed. I parented a point_viewcontrol to his eyes that starts on player spawn via a logic_auto. The problem is the viewcontrol wont parent to his eyes and just floats still while he gets up. Any idea why the viewcontrol won't parent. Here's the output OnMapSpawn wake_view SetParentAttachment eyes.
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Re: My wake up scene problem.

Postby fishshapedfish on Wed Apr 25, 2012 8:43 pm

Lol nvm I put eye instead of eyes. Anyway I'll leave this up so you can steal my idea.
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Re: My wake up scene problem.

Postby Gary on Wed Apr 25, 2012 8:51 pm

fishshapedfish wrote:Anyway I'll leave this up so you can steal my idea.


Your idea isn't original. This has been done before by Valve in HL2 and Portal, only difference is that they used dedicated models. Also, I've done exactly what you have a few years back.


Glad you figured out the problem your self though.
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Re: My wake up scene problem.

Postby Major Banter on Wed Apr 25, 2012 9:02 pm

This is the subject of a tutorial.
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Re: My wake up scene problem.

Postby MayheM on Wed Apr 25, 2012 9:10 pm

Gary wrote:
fishshapedfish wrote:Anyway I'll leave this up so you can steal my idea.


Your idea isn't original. This has been done before by Valve in HL2 and Portal, only difference is that they used dedicated models. Also, I've done exactly what you have a few years back.


Glad you figured out the problem your self though.


Man Gary, kick a guy while he is sit_ground_to_idle...
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Re: My wake up scene problem.

Postby Welsh Mullet on Thu Apr 26, 2012 2:44 am

http://www.interlopers.net/tutorials/34505
Ooo, look, tutorial 3 on the front page.
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Re: My wake up scene problem.

Postby Mr. Happy on Wed May 02, 2012 6:35 pm

Neat idea regardless if it's been done before.
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Re: My wake up scene problem.

Postby joe_rogers_11155 on Wed May 02, 2012 8:20 pm

@mayhem: lol

do you get to see the NPC's hands and feet while he is standing up?
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Re: My wake up scene problem.

Postby Welsh Mullet on Thu May 03, 2012 12:59 am

Yep, you do joe_rogers
One of the good things about this set up.
The downside is that unless you've re-texture the arms, or used a Gordon model, the arms wont match.
Good for scenes where you wont have the suit on though
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Re: My wake up scene problem.

Postby Gary on Thu May 03, 2012 1:11 am

I did a similar thing here: http://www.youtube.com/watch?v=lmEVUdOSxy8

It is a neat effect. If animating was easy, than I would do this all the time.
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Re: My wake up scene problem.

Postby Epifire on Thu May 03, 2012 3:55 pm

Gary wrote:It is a neat effect. If animating was easy, than I would do this all the time.


In the case of a mod team, it would be cool to assign some one to doing that. If you had a model dedicated to it, all the better.
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Re: My wake up scene problem.

Postby Zee on Tue May 08, 2012 5:42 am

Epifire wrote:
Gary wrote:It is a neat effect. If animating was easy, than I would do this all the time.


In the case of a mod team, it would be cool to assign some one to doing that. If you had a model dedicated to it, all the better.

If i recall, Zenoclash did this. The main character had two models, one with no head (so there was no clipping) for in game cut scenes and for the actual game play, (showed you punching kicking falling etc..) and one for out of body cut scenes with a head.
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