...copy everything between my map's respective output directories (eg models, cinematics, etc.) and ns2's respective directories, so that they would actually show up in the editor...
Thread - first post: automatically
...If you run the editor though launch pad... IT INCLUDES THEM!...
...copy everything between my map's respective output directories (eg models, cinematics, etc.) and ns2's respective directories, so that they would actually show up in the editor...
Thread - first post: automatically
...If you run the editor though launch pad... IT INCLUDES THEM!...
I didn't find a cinematics folder
edit: Do I have to create it right in the outputs folder?
yes, as i know the output (main) folder is completly empty at the beginning.
so yes you have to "recreate" the ns2-directory-structure in the output folder.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited October 2013
PM me or add me on Steam if you need help, I have quite a bit of experience with the Cinematic Editor.
1) Absolutely
2) No
You ALWAYS want to run anything through the Launchpad if you are making a mod, with Builder running. In most cases it will automatically refresh if you updated, if not you jut need to restart the program. You should work from source, create your cinematics there and have builder copy them over for you. Stuff in the editor reads from output.
If you want to make an animated death trigger like Crusher, look at Mineshaft.
prop_dynamics need to be made in 3ds Max 2009 and exported to the game.
PM me or add me on Steam if you need help, I have quite a bit of experience with the Cinematic Editor.
1) Absolutely
2) No
You ALWAYS want to run anything through the Launchpad if you are making a mod, with Builder running. In most cases it will automatically refresh if you updated, if not you jut need to restart the program. You should work from source, create your cinematics there and have builder copy them over for you. Stuff in the editor reads from output.
If you want to make an animated death trigger like Crusher, look at Mineshaft.
prop_dynamics need to be made in 3ds Max 2009 and exported to the game.
I also take requests.
Err... what does your numbering 1) and 2) refer to?
All I want to do is to have a dropship moving in a straight line. I figured the cinematic file out; I'm starting the editor from launchpad, anyway, as I'm working for the proving grounds mod, so all I have to do is to place the cinematic file in output/cinematics, right?
I designed my map differently, so the death_trigger isn't needed anymore, but I will take a look at crusher anyway. Good to know.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited October 2013
I was referring to your numbering. I already made a dropship that moves in a straight line if you want it. That one is a little more tricky because you actually have to make the dropship with thrusters it's own cinematic, and move an external file of the dropship cinematic. https://www.dropbox.com/s/n2h5w8iw1igj4cv/dropship_moving.zip
Moves at wherever you have it in the cinematic, so set the level to be the map you want, then without recording, move the dropship where you want it.
PM me or add me on Steam if you need help, I have quite a bit of experience with the Cinematic Editor.
1) Absolutely
2) No
You ALWAYS want to run anything through the Launchpad if you are making a mod, with Builder running. In most cases it will automatically refresh if you updated, if not you jut need to restart the program. You should work from source, create your cinematics there and have builder copy them over for you. Stuff in the editor reads from output.
If you want to make an animated death trigger like Crusher, look at Mineshaft.
prop_dynamics need to be made in 3ds Max 2009 and exported to the game.
I also take requests.
Samus... what do you mean by "requests"? I might have some models I need exported properly (ie from 3dsmax) if that's what you mean.
I was referring to your numbering. I already made a dropship that moves in a straight line if you want it. That one is a little more tricky because you actually have to make the dropship with thrusters it's own cinematic, and move an external file of the dropship cinematic. https://www.dropbox.com/s/n2h5w8iw1igj4cv/dropship_moving.zip
Moves at wherever you have it in the cinematic, so set the level to be the map you want, then without recording, move the dropship where you want it.
So - How do I use a custom cinematic file? Absolutely.
BeigeAlertTexasJoin Date: 2013-08-08Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Place the cinematic in the "cinematics" folder in your mod's "output" folder (make it if it doesn't exist).
Run editor from launchpad so it loads from the output folder too.
Place a new cinematic entity in the editor, and select your .cinematic.
Comments
Thread - first post: manually Thread - first post: automatically
2. dont know, guess not
I didn't find a cinematics folder
edit: Do I have to create it right in the outputs folder?
so yes you have to "recreate" the ns2-directory-structure in the output folder.
1) Absolutely
2) No
You ALWAYS want to run anything through the Launchpad if you are making a mod, with Builder running. In most cases it will automatically refresh if you updated, if not you jut need to restart the program. You should work from source, create your cinematics there and have builder copy them over for you. Stuff in the editor reads from output.
If you want to make an animated death trigger like Crusher, look at Mineshaft.
prop_dynamics need to be made in 3ds Max 2009 and exported to the game.
I also take requests.
Err... what does your numbering 1) and 2) refer to?
All I want to do is to have a dropship moving in a straight line. I figured the cinematic file out; I'm starting the editor from launchpad, anyway, as I'm working for the proving grounds mod, so all I have to do is to place the cinematic file in output/cinematics, right?
I designed my map differently, so the death_trigger isn't needed anymore, but I will take a look at crusher anyway. Good to know.
https://www.dropbox.com/s/n2h5w8iw1igj4cv/dropship_moving.zip
Moves at wherever you have it in the cinematic, so set the level to be the map you want, then without recording, move the dropship where you want it.
Samus... what do you mean by "requests"? I might have some models I need exported properly (ie from 3dsmax) if that's what you mean.
So - How do I use a custom cinematic file? Absolutely.
And thanks, but I got it working now^^
Run editor from launchpad so it loads from the output folder too.
Place a new cinematic entity in the editor, and select your .cinematic.
i would like to know, how i can create some dynamic lights... would be really nice.
ok, i see... frame-by-frame timeline. thank you!