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Cinema sputters- HELP mee

08-17-2002, 05:37 AM#1
Guest
I'm just testing the cinematics in the map i'm making (since i just learned how to make 'em this is a early test) and the camera goes from one, to the other, but stops a split second before starting the new route to the next camera. The movie clip looks extremely shoddy with that brief pause. Is there a way to stop this? My triggers are like this (if you want to see the map itself tell me):
NOTE: I left out unit actions, only the camera and related are here.

Trigger: Melee Initialization
=Events: Map initialization
=Conditions:
=Actions:
- (Melee game defaults)normal game stuff except 2 maybe
- Cinematic- Turn cinematic mode on for all players
- Apply Camera 001 for Player 1(Red) over 0.00 seconds
- Apply Camera 002 for Player 1(Red) over 5.00 seconds
- Wait 2 seconds
- misc. unit commands
- Wait 1.00 second
- more unit commands
- Wait 2.00 seconds
- unit command
- Apply Camera 003 over 3.00 seconds
- Wait 2 seconds
- unit command
- Wait 1 second
- Apply camera 004 over 3 seconds
- Wait 3 seconds

To make all this text short (doubled checked over and over) here is the camera number then delay:

5 - 2
6 - 4
7 - 4
8 - 2
9 - 3
10 - 7
11 - 2
12 - 2
13 - 2
14 - 3
15 - 3
16 - 3
17 - 4
18 - 2
19 - 2

If you can help take away the brief pauses, please do. Or give me tips on a smoother approach to this.
08-18-2002, 02:42 AM#2
Guest
Dunno how y'all do it here but where I'm from we bump our posts til they're answered... so...

*bump*
08-18-2002, 05:30 AM#3
Guest
Let's see here...

Well, first of all, Cinematic Mode is jumpy because it is designed to reveal the WHOLE map while in the mode. So the people viewing it are basically rendering the whole map at once, creating graphical lag (which, seems to be the same case on any system, high or low end, so it's probably engine related).

Next... Snap the first camera to instead of Applying it over 0.00 seconds.

If you want to speed up/smooth out cinematics I suggest you use visiability modifiers and Letterbox Mode so that your computer doesn't get bogged down rendering the entire map at once. But if that doesn't suit your purpose, there isn't really much else you can do.
08-18-2002, 06:28 AM#4
Guest
the total wait time between 2 cameras have to be less than the time it takes to apply the first camera.

for example, if you have apply camera over 3 seconds, then the wait commands after it has to be less than 3 seconds to avoid the stutter.