Can someone please explain how you make the camera slowly fade to black at the end of a track then fade back into a different scene a few seconds later.
The way I would do it is tie the game camera exposure value to a disabled curve data source Start 100 End 0 change the duration to what you want and then use a state event to activate it when you want. Use an impulse delay filter attached to a camera event. Let me know if you need anymore info I'm sure there is probably a better way though![]()
You need to be way more specific when explaining.
"Use an impulse delay filter attached to a camera event" - Ok what settings?
This seems too vague...
Can you come in chat? It will be easier to explain if not I will just break it down better on here.Originally Posted by vladiiiiiiii
Get a Curve data source, change the settings to disabled, Start at 100 and end on 0 (put the duration to what you want.) Go into the game camera (blue camera) settings, go to advanced camera settings, press Y on exposure and select your curved data source. At the finish line put a trigger attached to a state event, on the state event link select event/filter to an impulse delay filter and link select event targets to the curve data source.
Put a camera where you want the next camera to be, have the exposure linked to a curve data source like the last one but set to start 0 end 100. Now set the impulse delay filter to however long you want (usually however long it took to black out the last camera) now have the impulse delay filter trigger a camera event, link that to your new camera, now link select event/filter to a state event turning to curve data source on.
Let me know if this helped![]()
Blaster gamer helped me out with the fade to black as below (for crashing)
Hook up the camera's brightness to a curve data source, starting value is 100 and end value is 0. Uncheck "Enabled".
Then, make this logic chain:
Player Event: Crash-->State Event: On-->Curve data source.
so you would do
Finishline to activate -->State Event: On-->Curve data source. (100>0 in 60clicks)
Finshline to activate --> delay filter 60clicks --> State Event: On-->Curve data source. (0 > 100 in 60 clicks)
the second logic chain would be linked to your end scene camera (not game camera)
If you need help mate,send me a tweet and we can talk online..![]()
Getting the camera to fade out at the end worked but I can't get the second one to work. I think you left out the impulse splitter and all that happens is it does that "move really fast across the map to the other camera"...no fade in.![]()
Tie the second cameras exposure to a curved data source and do the same logic as the first camera but 0-100 not 100-0. Make sure camera is set to cut. Make sure it switches to that camera THEN triggers the fade from black.![]()