|04-22-2005, 11:11 AM||#1|
Well, here are two tutoials that I put on another site, and I thought I'd post them here also.
Welcome to the world of cinematography! In this tutorial, you will learn how to manipulate various aspects of the vast
cinematic world, including the manipulation of cameras, units, and doodads.
The beginnings of a cinematic
First, we need to start off on setting the cinematic. The cinematic can have multiple events, depending on your needs, such
as applying a cinematic when a unit enters a specific area of the map, or at the beginning and/or the ending of the map.
To get into cinematic mode, we first need to add a few actions that will allow us to display messages, disabling in-game
fogs, and so on.
We first need to use the action "Cinematic - Turn cinematic mode On for (Your and/or All Players)". This will disable Fog
of War and The Black Mask, and also will disable the user control.
We also want to use an action "Cinematic - Turn on letterbox mode (hide interface) for (Your and/or All Players): fade out over 2.00 seconds".
We also want to use the action, "Cinematic - Disable user control for (Your and/or All Players)" removes all units from
the selection of the player, removing the normal circle under the units when you select them. This will also ensure that
when the cinematic is over, they won't have their previously selected units selected.
(Place 'Letterbox Mode.jpg' here)
This is what letterbox looks like.
You might also want to use the action "Cinematic - Clear the screen of text messages for (Your and/or All Players)",
this will clear the screen of all text messages that have been displayed by the action
"Game - Display to (All players) the text: Text" and by players alike. We might also want to use the action
"Cinematic - Turn subtitle display override On", this will forcefully turn subtitles on for all players even if they have
it turned off.
(Display the picture 'Cinematic beginnings' picture here)
These are some of the actions we'd use in the beginning of the cinematic trigger(s)(put this in small text under the picture)
Creating and manipulating cameras
For any good cinematic, we need to use custom cameras and camera movement to create a nice effect and show perspective in
your cinematic. We first need to set up a new camera. We can do this by accessing the Camera Pallete under
Module>Camera Pallete. Then, in the main World Editor window, hold the CTRL button and right click the screen. Now,
while holding that down, move the mouse around. This will adjust the angle of the camera but keep it on a certain point.
You can also hold the SHIFT button + right mouse button to move the camera in and out. Now, when you have the camera setup
the way you want it, hit the 'Create Camera' button in the Camera Pallete. You can keep manipulating the camera in the main
World Editor window, and while you have the camera you want to manipulate selected, hitting the 'Set Camera to Current View'.
You can also view what a camera will look like in-game by selecting the camera and hitting the 'View Selected Camera'
button in the Camera Pallete.
When we want to apply the camera in a trigger after we've turned the cinematic on, we would use the action
"Camera - Apply <Your Camera> for <Your and/or All Players> over 3.00 seconds". This will apply the camera over however
many seconds, switching the view from your previous one to the next one. As a side-note, when using multiple cameras,
you may choose to switch cameras without panning (which gives you an option in the action). Also, when switching between
multiple cameras, when you add however many seconds you want it to pan from, the actions will wait until the camera is
fully set, and then move onto the other actions.
Unit movements, transmissions, etc.
Now we will move onto the movements and transmissions from units. When in letterbox mode, you can use the action
"Cinematic - Transmission From Unit" to show a portrait (depending on the unit's model file) and show some text on the
bottom portion of the screen. If you are not in letterbox mode when you send the transmission, the unit's portrait will
pop up where a unit's usual portrait is.
We can move units in various ways, the easiest by ordering the unit to move to a region. We can accomplish this by using
the "Unit - Order unit issue targeting a point". There, you can order the unit to move to a region or the position of a
unit and order it to attack-move, or just move. We can also use the
"Unit - Issue order targeting a point with Polar Offset" to move the unit, specifying exactly how far and at what angle.
The offset is how far the unit will move, and degrees is at what angle, with 0 being East.
Fade filters and Advanced Fade Filters
Fade filters and advanced fade filters are pictures that pop up on the screen, usually used to separate different sections in cinematics.
We can use Standard Fade filters by using the action "Cinematic - Fade filter". You can set how long it is in effect, and
how much of the map you can see (settings it's transparency anything above 0% will allow the player to see "behind" the
filter and see the game). You can use custom fade filters or the already created ones, black and white being the most common
in cinematics. Using advanced filters will give you more options, and consider looking into it if you don't find what you
want with the normal filters.
[b]Ending the cinematic]/b]
When we end the cinematic, we need to do the exact opposite of what we did in the beginning of the cinematic. We will need
to enable user control, reset the game camera, and turn off cinematic/letterbox mode.
(Display 'End cinematic trigger' picture here)
At the end of a cinematic, we need to reset the map.
The manipulation of Special effects
With any cinematic, special effects are a necessity. For veteran and newbie cinematographers alike, the best way to
become acquainted with the hundreds of Warcraft III special effects is to take a unit or a doodad, and keep changing it's
model file through all the various ability, buff, and doodad models.
To attach a special effect to a unit, we would use the action "Special Effect - Create Special Effect on unit". This will
attach the special effect to a unit, moving the special effect along with the unit. Check the 'Attachments' tutorial on how
to attach items to units, and the different attachment points.
We can also make doodads float in water and in the air. We can go to the Object Editor under the Doodads section and under
your Doodad, check the option "Object Floats?". This will make your doodad sway gently when it's in water, ONLY in water.
Making objects float in the air is a little different, as they don't actually "float" by swaying in the air. We can move
them into the air by placing your doodad or special effect, and holding ctrl and hitting the Page UP or Page Down button.
(Place 'Special Effects.jpg here)
A sample of special effects doodads in action.
Tips of the trade
Here are a few tips in making your cinematic even better.
1.)We can also set spacebar points, which will pan the camera to a specific portion of the map when a player is the
Spacebar button, but will be overridden by your other cinematic actions when you move the camera.
2.)You can also set the sky, fog, and lighting under the 'Environment' section. This can add even more realism to your
3.)You can create terrain deformations by looking under the 'Environment' section. You can create various deformations,
such as craters and ripples.
4.)You can do various things with the camera, such as shaking, swaying and setting it's camera bounds. These can be found
under the 'Camera' section.
Channel is a spell made by Blizzard that was strictly used for triggered abilities, abilities that need triggers to handle
there actions. Therefore, Channel doesn't do anything when cast, but has more customization options than you could think of.
I am assuming the reader has some sort of knowledge of the Ability Editor, so I am not going to explain every peice of the
Channel ability, but only the key parts and show you how to make a nice triggered spell off of it afterwards. I will also
give you guys some tips for triggered and standalone spells also.
We will first want to go to the Ability Editor inside the Object Editor, and make a new ability. Look through the list
under 'Hero' and you should come across an ability called 'Channel'.
The key parts of Channel
We have a few extra options in Channel than other abilities, and we'll start off with the first, Art Duration. Art duration
is the Duration of the special effect you attached to Channel when the unit starts casting the ability.
The Base Order ID is the ID of the spell, but in Channel, if we change it it actually HAS an effect. Changing the ID can
help because if a hero has two abilities based off the same ability, their IDs get messed up and he'll try to cast both.
Changing this in Channel will change it'sID to something different, meaning you can have multiple Channels on the same
The 'Disable Other Abilities' feature will turn off the casting unit's other abilities during the Casting time and Duration.
'Follow Through Time' is kind of like Casting TIme, but instead it disables the hero's abilities. Follow Through Time
occurs before the Casting Time and Duration, and can be used for Channeling abilities, etc.
'Options' is very important. If you do not check the box that sais 'Visible' within Options, that means you cannot see or
cast the ability when it's on a unit. This is the only one you need to worry about in Options for now.
'Target Type' is the type of target you select. If you want it to be instant meaning no target, if you target a unit,
ground, or both.
'Area of Effect' s the same in all abilities, and it's the area of the effect of the ability. You will get the circle
cursor when casting Channel if you have it set to a ground target, and have the Area of Effect higher than zero.
'Buffs' are the icons that appear on a unit when you cast an ability on it. Buffs have no effect by themselves and can't
damage nor heal a unit, but are there to determine if a unit is under the effects of an ability and how long they're going
to be under the effect of the ability. You can manipulate Buffs under the 'Buffs/Effects' tab in the Object Editor.
'Casting Range' is self explanatory, since it's literally the range of the cast.
Casting Time is the amount of time it takes to cast the ability, before the effect even takes effect.
Cooldown is how long it takes between casts.
Duration is self explanatory, because it's the duration of the cast.
Effects is also self explanatory.
Mana Cost is the amount of mana it takes to cast the ability.
Targets Allowed can be a little tricky. This determines who you can target when you select a unit target. If you put it to
dead units, it can ONLY be cast upon dead units. Same with ground and air. So, if you want it to be cast upon air and
ground units, you'd select both. If you put it for Ground, air, and hero, then it can only be cast upon flying or ground
heroes. Selecting ground and air will suffice to cast upon heroes as well.
Tips of the trade
When you want to select when a unit casts the ability, you want to use the action
"Unit - Generic unit event; Unit - A unit begins casting an ability" or "Unit - A unit starts the effect of an ability".
Be careful which event you pick, because if you put it to "begins casting an ability", the player can quickly cancel the
spell but get the effect. This can be avoided by setting the event to "Starts the effect of an ability".
When we want to determine which spell is being cast, use the Condition
"Ability Comparison; (Ability being cast) Equal to your ability". When we want to determine what level the ability is,
you can use a quick if/then/else with the condition being "Integer Comparison; Level of ability for unit".
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|03-27-2008, 08:32 AM||#3|
Join Date: Mar 2008
Yeah you're right, there's no picture in it though..
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