Deleted member 177737
D
Deleted member 177737
Cinematic tutorial by a Newbie for a Newbie
Now Before we start, I would like to note that this tutorial only covers some of the BASICS.
We will not get into Animations, Special Effects, Unit Formation, or Battle Scenes
But we will be covering how to make cameras, how to do basic camera
manipulation, how to start cinematic mode, how to make a unit
talk in cinematic mode.
(If I left anything out please PM me so I can fix it.)
Now Before we start, I would like to note that this tutorial only covers some of the BASICS.
We will not get into Animations, Special Effects, Unit Formation, or Battle Scenes
But we will be covering how to make cameras, how to do basic camera
manipulation, how to start cinematic mode, how to make a unit
talk in cinematic mode.
(If I left anything out please PM me so I can fix it.)
Contense
Step One: Cameras
Open up the World Editor.
Now after the World Editor has loaded, Press the letter M.
You will see three (3) options;
Create Camera
View Selected Camera
Set Camera To Current View
First let me explain what each of these options do.
Create Camera:
This option allows you to create a new camera.
View Selected Camera:
This option instantly moves your view to the selected camera.
Set Camera To Current View:
This sets your view to that of the camera's, an example of this is below;
Creating the Camera
Now if you still have the window with the three (3) options open, press the Create Camera button.
You should now see a large blue camera object, this "Camera Object" can be manipulated in many many different ways.
Manipulating the Camera
Now we will manipulate the camera (Move it around and stuff,) first off open up the World Editor and press M.
Now that you have opened the Camera Palette, press the button Create Camera. Ok, You have just created
your first camera (Congrats!) now, you will see something below the 3 buttons that says something like
Camera 001. Please right-click it and select Edit Camera Properties, now you should see something like
Camera Name = The name of your camera (Name it Camera 001

Camera Values = The camera's manipulation options
Target X = Ive never used this so im not sure what it does
Target Y = Ive never used this so im not sure what it does
Z Offset = Ive never used this so im not sure what it does
Rotation = Witch direction your camera is facing from (It is counter-clockwise, and it maxes out at 360)
Angle of Attack (AoA) = How close to the ground your camera is ( 300-360 is close to the ground any lower is in the sky)
Distance = How far away from the green circle the camera is
Roll = Basically this is used to make your camera face sideways (Like when your taking a picture with a camera and you turn it on it's side to fit something in)
Field of View (FoV) = Ive never used this so im not sure what it does
Far Clipping (FarZ) = Ive never used this so im not sure what it does
Ok, what we are going to do is select Angle of Attack (AoA), and change it from 304.00 to 330.00 .
You should now notice that the camera look's like it moved backwards a little bit (It's actually moving down.)
Now select Rotation, and change it from 90 to 180. You will notice that it moved half way around the circle.
Now that you have tried out some of the manipulation features, you will see how easy it is to make a camera!
What were going to do now is, press OK and get back into the Camera Palette. Now that your in the Camera Palette
select Camera 001 and press the button that says View Selected Camera, You are now seeing what the camera see's.
Now for the next part we will right-click Camera 001 again and select Edit Camera Properties.
Ok, your in the Camera Properties. Change the Distance from 1650.00 to 1000.00, also change Roll to 30.
Click OK and then get back into the Camera Palette, select Camera 001, and press View Selected Camera.
Looks Weird dosent it?, well that's the basic's on camera manipulation. With the Information I have just taught you,
you can now place and manipulate camera's for your cinematic's.
Step Two: Starting Cinematic mode & moving between Cameras
Congrats you made it this far! From here on out it should be just as easy.
Starting a Cinematic with Triggers
This part is extremly easy, just open up the trigger editor (F4), create a new trigger and make it look like this;
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
-
Cinematic - Clear the screen of text messages for (All players)
-
Cinematic - Turn cinematic mode On for (All players)
-
Cinematic - Disable user control for (All players)
-
Don't worry it's not that confusing,

Ok, you have the triggers to start cinematic mode ready but wheres our camera? (Refer to Step One to create a Camera.)
Now we half to apply the camera (Rember to follow Step One to make it!)
Now we will add another trigger to apply (make your screen move to what the camera sees), the camera;
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
-
Cinematic - Clear the screen of text messages for (All players)
-
Cinematic - Turn cinematic mode On for (All players)
-
Cinematic - Disable user control for (All players)
-
Camera - Apply Camera 001 <gen> for Player 1 (Red) over 0.00 seconds
-
See the last trigger?, well that makes the cinematic start at where Camera 001 is, and it makes you see through the "Eyes" of Camera 001.
Now that we have that part down, we will cover "how to add a camera transition."
How to add a Camera Transition
Ok now, make another camera and manipulate it anyway you want (use what ever angle of attack, rotation, distance, etc...) that you want.
After you make the new camera, we will add two more trigger's so it looks like this;
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
-
Cinematic - Clear the screen of text messages for (All players)
-
Cinematic - Turn cinematic mode On for (All players)
-
Cinematic - Disable user control for (All players)
-
Camera - Apply Camera 001 <gen> for Player 1 (Red) over 0.00 seconds
-
Camera - Apply Camera 002 <gen> for Player 1 (Red) over 4.00 seconds
-
Now when it says "Select a Camera" or something like that, just select the new camera that you just made, WOW! You just started your first cinematic!


Just look at that, you just learn t how to create camera's, manipulate them, start a cinematic, and add camera transitions!
Guess what time it is?
That's right
It's
Time
For
Another
Step
YAY


Step Three: Unit's & Cinematic's
Ok, now let's pick up where Step 2 left off.
We just made our first camera, learnt how to manipulate it, start cinematic mode, & apply cameras.


To make a unit "talk", like in the picture above you must make yet another trigger that looks like this:
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
-
Cinematic - Clear the screen of text messages for (All players)
-
Cinematic - Turn cinematic mode On for (All players)
-
Cinematic - Disable user control for (All players)
-
Camera - Apply Camera 001 <gen> for Player 1 (Red) over 0.00 seconds
-
Camera - Apply Camera 002 <gen> for Player 1 (Red) over 4.00 seconds
-
Cinematic - Send transmission to (All players) from Footman 0000 <gen> named Footman: Play No sound and display Hello!, I am a Foot.... Modify duration: Add 0.00 seconds and Wait
-
Ok, now you probably don't understand what some of the features of the send transmission trigger do so ill explain it now;

You will notice that there are a few spots that you can edit (Blue and Red Text)
Send transmission to (All players) from Unit named Name: Play No sound and display Message. Modify duration: Add 0.00 seconds and Wait
Here's what these "fields" (fields are the blue and red text,);
Send transmission to (All players) = This means that the unit's speech will be seen by all 12 players of the map, you can also change it so only one of them can see it.
from Unit = This is the part where you pick what unit your going to see in the portrait box (the box with the footman's face in it.)
named Name: = What do you want the unit's name to be (Notice near the footman's portrait it says Footman, that's the name.)
Play No sound = Do you want some music or sound effects to be played when this speech appears on screen? (Say if you wanted the thunder clap sound to play when this speech appears, you would select it here.)
and display Message. = This is where you put what the unit will say. (Notice how the footman is telling you "this is how a unit talks," that is where this will appear.)
Modify duration: Add 0.00 seconds and Wait = Now these two fields work together, when you click on Add 0.00 you will be able to choose one of these three (3) options.
1. Add = I usually never use this option because I personally find it useless so we will just leave it be for now.
2. Subtract = Same as Add, I find this option completely useless.
3. Set To = Now this is the option that I always use when making cinematic's. Basically this set's how long the unit's speech will stay on-screen before dispersing. If you pick this option, just press Ok then set the time to say 4 seconds for a short amount of text, and for the longer amounts (The times vary from cinematic to cinematic) use 10 seconds.
Now to explain the last option "Wait", there are two (2) options for this field:
Wait
&
Don't Wait
Basically, your selecting if the trigger will wait for the 10 seconds (see above text) to expire before moving to the next trigger, or if it will just skip the wait and go straight to the next one.
Just set those to what ever you want.

See it ain't that hard











This is the end of the tutorial for now, if there's anything I missed, just PM me about it and ill see what I can fix.
(Note: I didnt cover Fade Filters because Im still learning how to use them properly myself.)
-All Credits to Yayoi (Me)