Game Development Community

In game cinematic

by Smelly McBeard · in Torque 3D Professional · 07/23/2009 (2:42 pm) · 4 replies

Is it possible to have In-game cinematic's with Torque 3D? Would that be a series of collada animation files that are just programmed to play after you push a button or interact with something? I'm talking in-game cinematics NOT pre-rendered ones.

#1
07/23/2009 (4:51 pm)
In general yes... you need to combine animations, sound and particle effects, and camera changes to do a cinematic. One way is to script it all yourself with schedules and camera paths.

Another better option would be using Verve.
#2
07/24/2009 (8:02 am)
Most of the games I worked on had cutscenes. We had a cutscene-system entirely made using scripts, back in the TGE days. It was similar to the AiPlayer script task system: each cutscene was a series of very simple commands stored in a text file, that allowed us to call functions, object methods, and special cutscene commands like "waitfor" and "delay".

In the core it was mostly controlling aiPlayers, calling setActionThread and making a camera follow a path. We had to make a bunch of helper script functions to simplify those actions, and we even had a custom "Dialog" mode added to AdvancedCamera to frame a character talking to another (and keep us from having to add hundreds of camera markers for each dialog).
#3
07/24/2009 (8:57 am)
The Game Mechanics Kit features a cut scene editor. You should check out their video on it.