
Project Journal - Week 7
Project activity for the week of 23/03/09 (Week 7):
This week, not much work was spent on the Supreme Commander project outside of lesson time. With many other project deadlines for other subjects drawing near, priority was key with assignments such as the Team Project Presentation and the Games Design 2 Research Assignment to be handed in the same week.
During lesson we spent our two hours working with Cameras in the Supreme Commander engine. Adding in cameras to the map allowed us to perform a variety of things, whether it be dynamic panning of units or to give players more movie style effects for some in-game machinima.
The Cameras were added in by first changing the .lua script file for the map at hand, of which are:
"local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')
function OnPopulate()
ScenarioUtils.InitializeArmies()
end
function OnStart(self)
end"
Before this however, all entries found in the official map editor tutorial of the Supreme Commander Wiki must be entered for the map to run. Next, the map editor is opened and a variety of tools can be used to insert the cameras into the level. The "CameraStart" and "CameraEnd" markers create a path for the cameras to follow, with them moving from one marker to the other. It's possible for the cameras to also focus on armies by creating a small set of script and linking the cameras to the "InitilizeArmies" markers. All of the items taught in lesson were recorded onto paper and printed out for later use, something that's to be of great aid during the production of my final mod.
For next week, I will hope to work more with cameras and create some dynamic video footage in the Supreme Commander engine.
During lesson we spent our two hours working with Cameras in the Supreme Commander engine. Adding in cameras to the map allowed us to perform a variety of things, whether it be dynamic panning of units or to give players more movie style effects for some in-game machinima.
The Cameras were added in by first changing the .lua script file for the map at hand, of which are:
"local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')
function OnPopulate()
ScenarioUtils.InitializeArmies()
end
function OnStart(self)
end"
Before this however, all entries found in the official map editor tutorial of the Supreme Commander Wiki must be entered for the map to run. Next, the map editor is opened and a variety of tools can be used to insert the cameras into the level. The "CameraStart" and "CameraEnd" markers create a path for the cameras to follow, with them moving from one marker to the other. It's possible for the cameras to also focus on armies by creating a small set of script and linking the cameras to the "InitilizeArmies" markers. All of the items taught in lesson were recorded onto paper and printed out for later use, something that's to be of great aid during the production of my final mod.
For next week, I will hope to work more with cameras and create some dynamic video footage in the Supreme Commander engine.
To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.