:C
I meant Videos under your definition. You know, animating in 3ds and rendering it, allowing for mediums other than what we have at the moment because atm we can only play .bik, not make anything with them.Originally Posted by ShadowSpartan
Effectively, it would be a cutscene. Then CMT or any other SP map team could have better quality cutscenes than what the engine could render.
e2: ThePlague, check the first post. My psp ran out of txt room or id elab.
Last edited by Dwood; September 21st, 2009 at 07:52 PM.
You could just convert the rendered cutscene from .avi to .bik, there is no need to add .avi playback functionality.
I enjoy the fact that the Halo games use the actual engine for cutscenes and not a prerendered video. Prerendered videos look amazing when done right, but I prefer the in-game ones.
Seriously, I'm confused now, do you know what you're talking about?
.BIK files are prerendered video files encoded with the Bink codec, provided for free by RAD Game Tools (it). Halo only uses four BIK files by default, named bungie.bik, gearbox.bik, mgs.bik, and ending.bik. The first three are the videos that play at the game's initial load, and the last one is 343 guilty spark floating in space, which plays after the credits roll.
The cutscenes that play in game, such as Johnson's speech to the marines which varies based on game difficulty, are units in-game scripted to do and say stuff.
The two are entirely unrelated.
So Kornman implemented the play bik function itself, but didn't actually make a script command to actually allow you to call that function? Or can C++ functions in Open Sauce be run from haloscript / the dev console (which I very much doubt)?
Also I tended to refer to cutscenes/cinematics as videos before I learned the technical terms for such things. I get anoyed when friends call cutscenes (that I still call videos sometimes) something else (adverts I think some of my friends call them, which they most definitlly aren't).
Ability to set removable waypoints where the player is looking/standing at which in turn temporarily hijacks the pathing of AI. This can be useful for getting around your ai being dumb as hell sometimes/not following or when you simply want to coordinate team movement in campaign or multiplayer. I thought of this prolly 4 - 5 years ago when I got the idea to make a mod very much the same as Halowars but had no idea of how to.
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