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Is it possible to switch areas in cutscene?


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6 réponses à ce sujet

#1
carmadaum

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I envision an opening cut scene that kind of jumps around. Is it possible to have it all be one long cut scene where i'm changing area's somehow are do I somehow link cut scenes together?

#2
Beerfish

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Probably not. You would have to do them seperately, unless you created one large level or area and just jumped around wthin that one large area with different styles of terrain.



Another option, you are supposidley able to play bink movies in cutscenes I think. You could create different cutscens, make them into binks and then perhaps play them in a 'main' cutscene'

#3
carmadaum

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I got the idea for a "large multi lvl" area about an hour after I posted this. Its nice to find someone to validate my idea. Thanks Beerfish.

#4
tmp7704

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Since you're most likely going to have cuts when the scene switches between areas anyway, from the viewer's point of view it's going to be pretty much the same if the whole thing is simply split into smaller bits, each set in its own location. As long as there's no interactive bits there in-between for all the viewer knows it's just "one long cutscene".

#5
Beerfish

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tmp7704 wrote...

Since you're most likely going to have cuts when the scene switches between areas anyway, from the viewer's point of view it's going to be pretty much the same if the whole thing is simply split into smaller bits, each set in its own location. As long as there's no interactive bits there in-between for all the viewer knows it's just "one long cutscene".


Why would it have cuts of any major degree if it was in one large area if you are just switching from camera to camera?  The danger of course is with a big long cutscene you have a lot of timing to get right.

#6
tmp7704

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Beerfish wrote...

Why would it have cuts of any major degree if it was in one large area if you are just switching from camera to camera?  The danger of course is with a big long cutscene you have a lot of timing to get right.

By "cut" i mean the act of switching from one camera to the other, or even one camera jumping to another spot. Let's say if scene A happens in a castle and scene B happens in dungeon then when the view on screen changes from one setting to another it's a "cut". And the viewer has no real way of telling if these two locations are in single area or two separate ones, nor they care... so it seems like pretty pointless waste of effort.

There's also problem of potential performance drop -- even though the game is smart enough to determine parts which aren't in the current view, this sorting takes time. And keeping additional props in memory means more memory is needed, meaning higher chance the game starts paging stuff to virtual memory. So the larger and more complicated the area where the scenes happen, the less smooth it may get depending on how good is the computer rendering it for the viewer.

#7
Beerfish

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tmp7704 wrote...


By "cut" i mean the act of switching from one camera to the other, or even one camera jumping to another spot. Let's say if scene A happens in a castle and scene B happens in dungeon then when the view on screen changes from one setting to another it's a "cut". And the viewer has no real way of telling if these two locations are in single area or two separate ones, nor they care... so it seems like pretty pointless waste of effort.


Well I would think that it is up to the designer to have a reason for the cut from one location to another.  If the person wants to have one continuous series of cutscenes for whatever reason he/she chooses what difference would it be moving from camera to camera in one area vs cutscene...stop.....new cutscene...stop....new cutscene.  If anything I would guess there would be more effort having to create new levels and new areas if that is required.

In anycase it's tough to judge these things without knowing exactly what the person has in mind.