Friday, 18 January 2013

Week 7- Opening Cinematic Done!!!

First I blocked the view of the player from seeing what's outside of the level that way the level looks more realistic and it also doesn't require us to make the rest of the floor which we didn't have time for. Using the rocks from the Unreal's library, I stacked up the rocks to make it look like as if the rest of the building has collapsed. I think I achieved that very well but reorientating the rocks on the back and front produced a nice quality rubble like feel. Although I didn't want to use any of the unreal's library meshes, there was just not enough time for it. 


Azam helped me put up a good post process effect on the map which gave it a very spooky and realistic look. Also the outside of the map which are BSP's like the roof and the side walls have their light consumption reduced to 4096 which works the other way round for anything besides BSP's in unreal. So the lower the resoulation the higher the quality of the lighting of the BSP. On the inside the BSP's are set to 32 which produces very good effect on the lighting.  


During this week I focused on making the lift workable too, when the player opens the lift as he touches the trigger volume (green box) the lift doors would close. It wasn't that complicated to make but I was very proud of it. 


Because it was near the end of the project I made sure every door can be opened and closed by using a switch in the kismet. This was very easy but a time consuming step. Making the doors work was like a massive accomplishment which i felt at the start but i wanted to do more. More complex and dramatic scenes.



Using the Matinee in unreal I made a simple animation for the doors opening and closing which play as the player interacts with them.







Above is a screenshot of the kismet and matinee sequence used to make the opening cinematic for my map, I tried to make the scary-girl teleport as the player opens and closes his eyes. To get this effect I used a fade track in Matinee and using the curve editor to make the fades like as if the player is blinking. Sadly the girl didn't seem to work in the same matinee sequence so I made the teleporting in another sequence which did take a lot of time to sync with the fades as I could not see both of them at the same time, so I had to start the game every-time to check how it went. 


This is the girl teleporting sequence, using a visibility track with a movement track gave the illusion of the girl teleporting from place to place. I like this effect and i might use in a different place because it's very effective and it gives a very good impression on the player of the game. I like working with the engine because it makes something in my head possible for someone to play.

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