IrocJeff Posted January 8, 2015 Share Posted January 8, 2015 I want to have some sort of talking effect being played while my brain speaks. Maybe like a sine wave animation that would be on animation when silent and then when it speaks the animation would change, like they used to do on old movies and stuff. I already used speakers in my test lab and don't want to go that route again because this brain is fixed, while the test chamber has action in it. Is it possible to turn off and on a texture somehow? Link to comment
Boothand Posted January 8, 2015 Share Posted January 8, 2015 I recall being able to shoot func_statics or doors, and have them change their texture. I used it to iterate through a texture sequence from 1 to 7 or so, triggered by damage.Not sure what method you would use to sync it up to the audio file(s). Though I'm sure it can be scripted with some patience. You could switch between an idle texture/shader and an animmap texture/shader if you got the timing right. As for the exact method on switching the texture by script, I can't think of what that is at the moment. Link to comment
IrocJeff Posted January 8, 2015 Author Share Posted January 8, 2015 Well shooting it isn't going to work for what I want to do. There are these script commands but it only works on breakable models, so it says. I can stick a droid at the end of the walkway and he can translate but it kind of ruins the whole atmosphere. Non-NPC Animation: These commands are for use on misc_model_breakables only SET_STARTFRAME int frame to start animation sequence onSET_ANIMFRAME int frame to set animation sequence toSET_ENDFRAME* int frame to end animation sequence onSET_LOOP_ANIM “true/false” Loop the animation sequenceSET_DISABLE_SHADER_ANIM “true/false” Allows turning off an animating shader in a scriptSET_SHADER_ANIM “true/false” Sets a shader with an image map to be under frame control Link to comment
Futuza Posted January 8, 2015 Share Posted January 8, 2015 Does the brain speak audibly or in your head? Link to comment
Boothand Posted January 8, 2015 Share Posted January 8, 2015 Yeah I didn't mean for you to shoot it, but that the fact that it's changeable via certain events would mean that it's probably changeable via script at the very least also. It might be they work on other than breakables, or that you could use a breakable (and make it unbreakable ). So I suppose if you assigned it an animmap shader and then via script set "disable shader anim" to true whenever it doesn't speak, would work. Again, depending on the amount of audio, it would be time consuming to manually script the timing for that to be true or false. Link to comment
IrocJeff Posted January 8, 2015 Author Share Posted January 8, 2015 Does the brain speak audibly or in your head? Nope, that is why it needs a mouth.. hehe Link to comment
Langerd Posted January 8, 2015 Share Posted January 8, 2015 Maybe make something like Mr.House in Fallout New Vegas. Or make this yellow lamp glowing when he talks. Link to comment
IrocJeff Posted January 8, 2015 Author Share Posted January 8, 2015 More I look into this I may just stick a protocol droid at the end of the catwalk and use him as the conduit between the brain and the player. Link to comment
Ramikad Posted January 8, 2015 Share Posted January 8, 2015 Or you could reuse a protocol (or actually, ANY NPC model) to place it somewhere appropriate, make it almost completely invisible (either with *off parts in the .skin or through transparent shaders), and only make the "mouth" somewhere; two skins of it, one static (for when it's silent) and one animated (when it speaks), that you can simply switch through script when speaking.Just an idea Link to comment
Langerd Posted January 8, 2015 Share Posted January 8, 2015 More I look into this I may just stick a protocol droid at the end of the catwalk and use him as the conduit between the brain and the player. Maybe make a flying droid with microphone texture - http://img1.wikia.nocookie.net/__cb20060416223710/starwars/images/4/4c/Sentry.jpg Just remove these guns and voila Link to comment
Futuza Posted January 8, 2015 Share Posted January 8, 2015 What about making a possessed/thought controlled human guy that stands there and talks for it, a prophet or mouthpiece if you will that gets possessed by le brain? Link to comment
Langerd Posted January 8, 2015 Share Posted January 8, 2015 What about making a possessed/thought controlled human guy that stands there and talks for it, a prophet or mouthpiece if you will that gets possessed by le brain?Something like Lobot? Link to comment
Futuza Posted January 8, 2015 Share Posted January 8, 2015 Something like Lobot?I was thinking more like Tavion_Sith_Sword but without the sword and a different model. Link to comment
IrocJeff Posted January 8, 2015 Author Share Posted January 8, 2015 It just won't work with a human the way I have it in the story. It'll be better w/ a robot. Link to comment
Langerd Posted January 8, 2015 Share Posted January 8, 2015 Or make something like Wheatley from Portal 2. Link to comment
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