Scripted Intro

UK_Karlos

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I want to start off my game like they do with HL2, im using the first level as a guide but its no use. Too complicated.. :p
Are there any tutorials that may help me.
All i really need to know is how they make the camera movements and the effects. the rest can be done by myself..
 
point_viewcontrol - Takes control of the player cam and moves it as you wish. Freezes the player also, should you want that.

env_screenoverlay (I think) adds an overaly to your screen such as black'n'white or so.

Icewolf? You didnt bother to read through one post with three lines? Sheesh.
 
Ok, i dont think ive set it out properly because when i load my map a nice error pops on the screen saying the programe is non-reponsive and crashes to the desktop.

This is sort of how ive set it up.
A point_viewcontrol (cam_a) is looking at character A
Character A has 1 script_sequence, post animation set to sitpose (post loop is enabled in the flags aswell as Ai override and some other stuff)
Character A has a choriograph scene (spelling)
All of this is enabled when the game starts (triggered by a Logic_auto)

Then for 5 seconds cam_a is enabled then disabled and the logic_auto enables a logic_relay (cam_relay) which enables cam_b and other prop_dynamic's.
???? How do i make an overlay using cam_a when cam_b is enabled????
cam_b then follows a track_path through a combine area
As soon as cam_b passes the first path_track it enables a npc_template_maker. which is a gunship that well spawn 5 times in 2 seconds.
It will also enable two script_sequence that make two combines look at a monitor with Character A still talking.
The track turns to the monitor which it will pass though the monitor as if its back in the room with Character A.
This is done by timing by swiching back to cam_a.
???? with all this set out do i need a sound_scape by the !player in order to hear all the sounds from all the camera movements and so on????
Thanks
 
compile log would be preferable, and alsot maybe what the console spits at you with developer 2 enabled while game loads.
 
i carnt open the console as the game crashes before the map loads.

Compile log.....
materialPath: c:\program files (x86)\steam\steamapps\karlos_58\half-life 2\hl2\materials
Loading C:\The Lost Path\MAPSRC\Station.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (-9821.00 -10949.00 -270.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0, -3584.0, -428.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3584.0, -3072.0, -428.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4608.0, -3072.0, -428.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0, -4608.0, -428.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0, -3763.5, -1817.8)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0, -3763.5, 534.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0, -3763.5, 1923.3)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0, -3251.5, -428.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (297595 bytes)
Error! To use model "models/props_building_details/building_tem002_window01_bars.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_building_details/building_tem002_window01_bars.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1547 texinfos to 625
Reduced 202 texdatas to 154 (7656 bytes to 6361)
Writing C:\The Lost Path\MAPSRC\Station.bsp
6 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\the lost path\mapsrc\Station.bsp
No vis information, direct lighting only.
7526 faces
8 degenerate faces
4615224 square feet [664592256.00 square inches]
8 displacements
3557 square feet [512345.38 square inches]
33 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.2034 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
5 of 20 (25% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 40/1024 1920/49152 ( 3.9%)
brushes 801/8192 9612/98304 ( 9.8%)
brushsides 6589/65536 52712/524288 (10.1%)
planes 6544/65536 130880/1310720 (10.0%)
vertexes 11941/65536 143292/786432 (18.2%)
nodes 5190/65536 166080/2097152 ( 7.9%)
texinfos 625/12288 45000/884736 ( 5.1%)
texdata 154/2048 4928/65536 ( 7.5%)
dispinfos 8/0 1408/0 ( 0.0%)
disp_verts 648/0 12960/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 9640/0 9640/0 ( 0.0%)
faces 7526/65536 421456/3670016 (11.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2241/65536 125496/3670016 ( 3.4%)
leaves 5231/65536 167392/2097152 ( 8.0%)
leaffaces 8454/65536 16908/131072 (12.9%)
leafbrushes 2897/65536 5794/131072 ( 4.4%)
areas 4/256 32/2048 ( 1.6%)
surfedges 43830/512000 175320/2048000 ( 8.6%)
edges 24729/256000 98916/1024000 ( 9.7%)
LDR worldlights 33/8192 2904/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 511/32768 5110/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7734/65536 15468/131072 (11.8%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 20928216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 65388/393216 (16.6%)
LDR leaf ambient 5231/65536 125544/1572864 ( 8.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/3564 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/10006 ( 0.0%)
pakfile [variable] 93765/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 297595/4194304 ( 7.1%)
==== Total Win32 BSP file data space used: 23125868 bytes ====

Total triangle count: 19774
Writing c:\the lost path\mapsrc\Station.bsp
7 minutes, 33 seconds elapsed

I didnt realise i have so may portal errors. im fixing them now...
 
The portal error is because of th leak. Fix that and you should be fine. that can be casueing the crash.
 
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