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  • Learning Curve
  • Lith Tools Overview
  • Download the SDK
  • Installing the Tools
  • Dedit Basics
  • Your First Level
  • Expanding a World
  • Building on the Grid
  • KeyBoard Shortcuts
  • Edit Modes
  • Eradicating Leaks
  • World Scale
  • First Level Basics

  • Textures/Surface Flags
  • 4 Types of Doors
  • Making Windows
  • Grates and Railings
  • Stairs, Lifts & Ramps
  • Lights, dirlights, FX
  • Water & Rain Volumes
  • Sky Boxes / Portals
  • A basic Trigger
  • The Wall Switch
  • Adding Pickups
  • Proptypes vs Props
  • StarlightView Mode
  • Muliplayer/ SinglePlayer
  • Second Level Intermediate

  • Prefab Advantage
  • A Prefab Deconstruct
  • Adding Sound FX
  • Hacking Device
  • Torchable Lock
  • Complex Trigger
  • Active Props
  • Light Groups
  • Particle FX
  • Client FX Light
  • Third Level Intermediate

  • AI Basics
  • AI Volumes and Nodes
  • Simple AI Alien
  • Character AI
  • Goal: Patrol
  • Keyframer
  • Advanced Level Building

  • -nosnapnocsg
  • Optimizing a level
  • Importing Terrain
  • Using the Camera
  • A Cinematic
  • Giving AI a script
  • Convoluted trigger
  • Random Events


    Using a camera

    • complex movement of objects
    • base and keys
    • Setting the path
    Changing the aspect ratio for a truly cinematic experience. Basically a point and shoot system. You can easily switch the camera on and off. rs to make a truly unique mapping accomplishment. inevitably make.

    Setting up a camera is as simple as rotating, point and shoot.

    You might want to set up a new sample level for this.

    This is an example of the letterbox format or WIDESCREEN. It changes the aspect ratio. Gives it more a of a cinematic look. You can choose not to use it. This is taken from my level Breakdown.

    The important thing with a camera is it overrides the player view. Guaranteed. So if you start a camera it take precedence. This is important that you dont set up a camera to play in a situation where your player can be in the process of being attacked. Cause he won't be able to defend himself. It should also be remember that in a Multiplayer game if the camera gets switched on, every player in the level gets to see the same cinematic.

    The camera can be set to a ACTIVE TIME, in this case 40 seconds. If you set the time to -1 , it sets the camera to infinte, and then you can switch it on and off using messages.

    msg camera 34 On;

    msg camera01 Off;

    Based on experience, I would suggest you always place an ACTIVE TIME on the camera object, so it shuts itself off at some point. Eventually.

    Most the other flags are self explanatory. If you rightclick on the fields you'll get a run down. The ALLOWPLAYERMOVEMENTS isn't coded so you can't do much with it. Leave it false.

    The camera object is the poor cousin to the next object we are going to have a look at, the cinematic trigger. But it can serve a purpose. it is a quick unencumbered different point of view that you can easily set up in game for a variety of purposes.

    Plus all you guys with filmmaking aspirations. Machinima and Lithmation are a great way to delve into moviemaking and animation to create your next epic. Its easily the least expensive piece of quality movie making potential you can get your hands on. Take advantage of it.

    Copyright 2001-2002 William "modmaker" Bostjan All Rights Reserved.