Implementing a "wake up" camera sequence

Avatar
aaros
7 Posts
Posted May 13, 2012
Hey. Inexperienced mapper here! Working in Hammer, I'm curious to know how one could execute a sequence in which the player awakens, similar to the start of the game or waking up after falling into old aperture for the first time, where the camera begins looking up and then moves up to take the regular first-person view as if the character were awakening and getting up.
I'm mostly interested to hear what a good way to do this in Hammer is without necessarily trying to sort through and decompile maps from the game to find it. Any experts out there have advice on this?
Thanks, and I look forward to sharing whatever maps I build with the community in the future!
Advertisement
Registered users don’t see ads! Register now!
Avatar
Vordwann
767 Posts
Posted May 13, 2012
Replied 33 minutes later
Here's the tutorial from Portal 1: https://developer.valvesoftware.com/wik ... ake-up_bed

It's the same general method, but the model might not be called blackout in Portal 2. So try to find that camera motion model and then try to follow the tutorial.

Avatar
aaros
7 Posts
Posted May 13, 2012
Replied 10 minutes later
Ah, thanks a lot! I couldn't find that page in the wiki before, the link is much appreciated.
Avatar
ChickenMobile
2,460 Posts
Posted May 13, 2012
Replied 7 minutes later
What valve did was use a point_viewcontroller where the camera was parented to an attachment point in an animation which was played at a certain event.

The player is teleported to the map after the animation has finished (the player was in a black room previously) and the camera is then disabled and removed from the map.

If that sounds confusing.. here's these instances...

knockout.7z

Place these inside your portal 2/sdk_content/maps/(your instance folder name here) and place these inside your map as instances. Make sure to remove any info_player_start that is in your map to get this to work at startup of the map.

To trigger the animation / knockout sequence: create a logic_auto and create a new output; 'OnMapSpawn -> 'name of your knockout.vmf instance' -> instance:knockout_start;Trigger

If you want the player to not get up at the start of the map, all you need to do is create a teleport that teleports to the black room (which is knockout_spawn.vmf) and trigger the knockout instance as above.

Attachments
knockout.7z
0.00 MB 77 downloads
Avatar
aaros
7 Posts
Posted May 13, 2012
Replied 28 minutes later
edit: Nevermind, I solved the issue
Avatar
msleeper
4,136 Posts
Admin
Posted May 13, 2012
Replied 16 minutes later
Chickenmobile, I wish I could make you double community contributor or something. You post awesome helpful stuff.
Avatar
Nacimota
345 Posts
Posted May 13, 2012
Replied 1 hour later

msleeper wrote:
Chickenmobile, I wish I could make you double community contributor...

You totally could.

Avatar
ChickenMobile
2,460 Posts
Posted May 13, 2012
Replied 3 hours later

Nacimota wrote:
msleeper wrote:

Chickenmobile, I wish I could make you double community contributor...

You totally could.

DO IT!! I mean... Oh shucks :S

Avatar
Lpfreaky90
2,842 Posts
Posted May 13, 2012
Replied 1 hour later
You can also take a look at my portal 1 wakeup room instance:

Relaxation vault.

&

Avatar
msleeper
4,136 Posts
Admin
Posted May 14, 2012
Replied 1 day later
Okay I did it. Close enough.
Avatar
josepezdj
2,386 Posts
Posted May 14, 2012
Replied 1 hour later
Congrats chicken! Ohh, wait! Congratulations maddam! You sincerely deserve to be a new Senior Stalemate Associate!!

Thanks a lot for your continuous help!

Avatar
Nacimota
345 Posts
Posted May 14, 2012
Replied 1 hour later
Now I'm not the only Australian on staff :smile:
Avatar
ChickenMobile
2,460 Posts
Posted May 14, 2012
Replied 3 hours later
Who jabbed me with the Stalemate conversion gel overnight?

Cave Johnson wrote:
Lab boys say that converting from purple to green may cause some side effects. You may or may not become more responsible and join the secret service.

Thank you people, this means a lot to me :smile:

Avatar
Fracture
797 Posts
Posted Jun 06, 2012
Replied 22 days later
EDIT: nevermind.
Avatar
ChickenMobile
2,460 Posts
Posted Jun 06, 2012
Replied 2 hours later

Fracture wrote:
EDIT: nevermind.

?

Avatar
josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 48 minutes later

chickenmobile wrote:
Fracture wrote:

EDIT: nevermind.

?

Nevermind that edit :biggrin:

Avatar
Lpfreaky90
2,842 Posts
Posted Jun 06, 2012
Replied 1 hour later

chickenmobile wrote:
Fracture wrote:

EDIT: nevermind.

?

explanation: EDIT nevermind

Avatar
Fracture
797 Posts
Posted Jun 06, 2012
Replied 10 hours later
yeah, i misread what you meant about the logic .vmf

But now that we are here, where in the heck is the ending text that says "End of Playtest" I can't find where that is to edit it.

Avatar
Lpfreaky90
2,842 Posts
Posted Jun 06, 2012
Replied 23 minutes later

Fracture wrote:
yeah, i misread what you meant about the logic .vmf

But now that we are here, where in the heck is the ending text that says "End of Playtest" I can't find where that is to edit it.

There's a parameter for it in global_ents and/or in departure_arrival_logic thingy :wink: make sure to change it there :smile:

Advertisement
Registered users don’t see ads! Register now!
Avatar
Fracture
797 Posts
Posted Jun 06, 2012
Replied 6 minutes later
yeah, locating it is what i am having a problem with @_@