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Fading in Cutscenes

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jestemwlodzimierz
Fading in Cutscenes

I noticed that when in cutscene creatures created with "CreateObject()" don't fade in like they normally do, but instead pop up like Goku using Instant Transmission... I tried achieving a similar visual with a custom special effect, but with no sucess - they're still popping up. What's goiing on here?

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rjshae

Normally I would suspect the creatures are created off screen then relocated using ActionJumpToLocation. Or perhaps they are being cached for the area?

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andysks

If I remember correctly there is a parameter on CreateObject about spawn animation. Could be something there?

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jestemwlodzimierz

There is but I tested both and i doesn't work - more importantly why doesn't the custom .sfx work? o.O

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jestemwlodzimierz

There is but I tested both and i doesn't work - more importantly why doesn't the custom .sfx work? o.O

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rjshae

There's a 'Cutscene Mesh' material setting on some high quality meshes that are used only for cutscenes. Possibly that has some impact on the appearance behavior? Dunno really; just speculating.

Note that there is a 'VFX_DUR_CUTSCENE_INVISIBILITY' effect. Perhaps you could examine that and see what they did differently from the 'VFX_DUR_INVISIBILITY' effect? (See visualeffects.2da).

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jestemwlodzimierz

I think that in the first 1.5 second after the creature's spawning it is in some kind of refraction perion in which no alpha-changing effect apply. Everything applied after that period works just fine.

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