Portals after credits scripted_sequence fly through.

Does anyone know a good well explained step by step guide on how to make your own little fly through? Or does anyone here know how to do so? Because I thought that was a really awesome flythrough, and I doubt that using this advanced player view_control will have the same effect as the scripted_sequence Valve had used. Any help would be highly appreciated.

lolwut

amazing what difference that a single apostrophe can make. He’s asking if anyone knows how to script a mod so that it takes over control of the camera and has it fly through a set path like what valve did at the end of portal where the camera went down the long winding corridor to a room with a cake in it, after the credits were over.

[COLOR=‘Red’]SPOILERZZZZZZ
:3

and g-man was there… eating cake[/SIZE]

:fffuuu:
NO HE NOT! UR BE LYING!!

it was Gordon Freeman…[/SIZE]

I imagine it would be similar to recreating the scene in HL2 where you get knocked out, load up the SDK version of that map and check it out, see if that helps.

Thanks Jeff, ill give it a look, though im sure it is also the view_control. I have yet to even finish up testing with it, but I was curious as how Valve had done it at the end of Portal, and saw that it was completely different than the way I was expecting it to be done.

IF you use view_control, make sure you do it GOOD, and by that I mean make it as well-planned and well-executed as the professional ones. Also, make it SHORT because obviously you won’t even come close to living up to the professionals, so you may as well minimize the suffering of whoever is playing your map.

Moral of the story: Amateur scripted intros are NEVER good.

Well, the point FOR this introduction is to give a short moment before playability for a verse of the poem “There will come soft rains” by Sara Teasdale. Right now im in the works of a short, maybe 7 labs in total, Portal mod that was inspired by actually not the poem, but the short story. If you have yet to read it, I would suggest so, it’s a awesome short story, and you should see the similarity between it and Portal. So yeah, it WILL be a short AMATEUR intro.

What’s the story it’s based on?

Also, how long is the planned intro? If it’s like 10 seconds, then go hog wild. If you’re thinking any more than maybe 30 seconds, then tone it down.

For short… https://en.wikipedia.org/wiki/There_Will_Come_Soft_Rains_%28short_story%29

And maybe 10 - 15 seconds. Like I said, the main reason I want this fly through intro is for the player to hear the first verse of the poem. Nothing fancy.

Is it possible that Valve could have created an animation and then tied a view control to that? It just seems like it should be possible and something that would be fairly simple for them, if not us.

Eh, sounds creative. You’ve got my approval.

What do you mean by this? Like, a video file? Because no, they didn’t do that, the parts you fly through are in the map, you can noclip and fly off to them.

Thanks, and I guess I will stick to what I am currently working with, if anytime in the future someone does come across a tutorial for it, or if anyone who knows how they did it, would still be great. I will be adding the mod onto ModDB here soon, I dont want to get on there empty handed.

The way Valve did both the portal fly-through and the HL2 post Alyx wakeup is a prop_dynamic with the model set to “blackout.mdl.” Valve got this effect by using the entity in conjunction with a point_viewcontrol. The episode one Dog retrieval scene is a separate version of the entity. The wakeup and dog retrieval were designed to stop where the player initially regains control. I’m pretty sure the wakeup animation is obsolete as of the Episode Two SDK however, so don’t count on using it unless you can somehow port the old version of the entity back into the SDK.

Link to a tutorial map is in here:

https://forums.steampowered.com/forums/showthread.php?p=14094054

What I meant was basically what I think the above guy said. The player_view control is given an animation to follow around the area from outside of the engine.

Yup, that was real time. The Episode Two teaser video in Ep1’s postcredits was a .bink file, as was the recap at the beginning of ep2. Weirdly the engine had to reload after the bink file plays. I think it’s a coding limitation.

Why couldn’t he say that :retard:

I might just be shooting in the dark, but by any chance did you get read the poem from an 11th grade literature book? That’s where i read it :slight_smile:

If you could, use the Edit button if no one has replied yet to your post. Doubleposting isn’t appreciated here. Thanks!

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