Aller au contenu

Photo

What am I doing wrong in my stage?


  • Veuillez vous connecter pour répondre
9 réponses à ce sujet

#1
Qwinn1234

Qwinn1234
  • Members
  • 144 messages
Okay, I'm attempting to fix the "Stealing the Teyrn's Crown" quest during "Crime Wave".  In it, you can talk to the waitresses and attempt to have them distract the guards.  Unfortunately, the waitresses aren't moved into the room with the guards, so you'll see the guard having the conversation with the moving waitress (via close up face shots) as she walks around the main room of the tavern.

In fixing this up, I want to move the waitresses into the room with the guards, and turn off their ambient so they stay there till the quest is done.  Using a stage to move them actually works great.  I've got this 95% working, but I'm missing something.

If I leave "At Current Location" unchecked, things mostly work.  The waitresses are moved where I want them, and remain there after the dialogue is over, which is perfect.  But during the actual staged dialogue, the screen is mostly black.  I cannot see them talking, only hear them.  If I *do* check "At Current Location", then I can see the actors' dialogue from the proper angle (that is, where I placed my camera in relation to them), but their location is bounced all over the area map, often outside the actual tavern building.

Could someone tell me what I'm doing wrong?  I'd prefer *not* to check "At Current Location" because this stage has nothing to do with the position of my PC or party, I could in fact initiate the dialogue with a waitress anywhere in the tavern (they move around).  If I don't check "At Current Location", everything works *great*, except that I can't see the waitress or the guard as they talk to each other.  The correct behavior (albeit wrong locations) when I do check it suggests it's not a problem with my camera.

Notes:

1)  I created this stage from scratch.  I tried having the stage location be 0,0,0 and also where my camera is, but this only changed the locations that the actors get teleported around to when I check the "At Current Location" flag, no change if I don't have it checked.

2)  Again:  my party has nothing to do with this stage or cutscene, I don't want the stage to care where any of them are.  I just want to be able to see the main guard and one waitress talk to one another, without getting teleported all over the map.

3)  This stage is actually initiated a ways down a particular conversation branch.  Here's how it goes:  PC talks to any one of 3 waitresses in main tavern room.  Eventually she says "All right, girls, we've got work to do."  I attach my stage to the next line, in which all 3 waitresses are moved by the stage into the room with the guards, and I have the speaker be a specific waitress (waitress 1, not necessarily the waitress I started the conversation with).  It is at this point where, if I don't check "At Current Location", everything goes black for the remaining 4 lines of dialogue between the waitress and guard, and if I do check it then I can see the waitress and guard talk to each other as they and the camera all get teleported around the area with each line of dialogue.

Any help would be greatly appreciated.

Qwinn

Modifié par Qwinn1234, 11 avril 2010 - 11:17 .


#2
Qwinn1234

Qwinn1234
  • Members
  • 144 messages
Correction:

Setting the stage's location to be anything other than 0,0,0, things do NOT work. Only way I'm getting things mostly working is to leave the stage location as 0,0,0 and then place everything from there.  If I set the stage location and then place my actors, they don't show up in game where they are placed in the toolset. Either way, though, still have black screen during those 4 lines of dialogue.

Qwinn

Modifié par Qwinn1234, 11 avril 2010 - 11:39 .


#3
Qwinn1234

Qwinn1234
  • Members
  • 144 messages
Additional info: I tried splitting the dialogue branch so that the conversation ends at "All right girls, we've got a job to do", and then restarts with the stage as a conditioned branch right from the root branch. Doesn't work. Same issue. Black screen during the 4 lines.



Halp?



Qwinn

#4
tmp7704

tmp7704
  • Members
  • 11 156 messages
Just a thought, but during these troublesome lines do you have the Camera field on the cinematics tab point to one of cameras associated with your stage? Maybe it's (defaulting) to a spot which is inside a wall or something, resulting in your black screen...

#5
Qwinn1234

Qwinn1234
  • Members
  • 144 messages
Yah, I did have it set. Thanks for the try though.



And actually, I've gotten it working now, though I really *don't* understand the mechanics of it. Based on a bunch of other threads I've read, I pulled up the Crimson Oars stage which is located in the same room, and I set the tag, position and yaw of my stage to be the exact same as the crimson oars stage. Yes, the tag on my totally new stage is "den220st_crimson_oars". And that appears to be the key. Once I got it completely working with that, I tried changing the tag to be the same as my resource name, and that put me right back to black screen during those 4 lines.



If anyone could please explain the mechanics of this, for my future reference, I'd appreciate it, cause it isn't very intuitive. *Why* did I have to set the tag to an existing stage to get it working with everything else being the same? What would I have to do to have my own tag work? And most importantly, is this going to interfere with or change the crimson oars stage at all?



Qwinn

#6
tmp7704

tmp7704
  • Members
  • 11 156 messages
Well i didn't play with it myself yet so can't claim i understand it, but the way you describe it makes me wonder if the game now actually uses your new stage or just activates the existing crimson_oars one. Was your stage actually included in the Noble Tavern area (that is, if you load the tavern in the area editor is it there, flag and all) or was it one of these dynamic stages, with no area associated with it?

Modifié par tmp7704, 11 avril 2010 - 03:45 .


#7
Qwinn1234

Qwinn1234
  • Members
  • 144 messages
Hmm, no, I didn't add it to the tavern area, I'm only referencing it from the waitresses' dialog file, and since that came so close to doing everything I wanted (moving the actors, etc.) I figured I was on the right track. Is that what was missing? If I renamed the tag and just added that new tag to the area file, it would all work? I should try it just to see. Thanks for the tip.

I do now wonder if there's any *penalty* to my reusing the crimson oars one... if I don't have to include the area file in my fixpack, hey, better not to I'd think.

Qwinn

Modifié par Qwinn1234, 11 avril 2010 - 04:25 .


#8
tmp7704

tmp7704
  • Members
  • 11 156 messages

Qwinn1234 wrote...

Is that what was missing?

I figure this may be it, or it's at least worth checking. The following is pretty much guesswork but as far as i can tell -- when the game loads an area (like the tavern) this includes loading definitions of all stages associated with the area (e.g. the crimson_oars one)  Now, when the player is in that area and conversation is triggered which calls for certain stage, the game checks the list of stages it had loaded along with the area, and if the names match then the area stage is used. If it cannot match the name perhaps it tries to get a 'dynamic' stage with that name but it probably doesn't result in anything pretty or it's prone to glitches, like your conversation happening in 0, 0, 0 location. Or if there's offset then maybe for dynamic stages it's calculated from the position of dialogue "owner" rather than area origin which would explain why you were being warped all over the place, or what have you.

edit: and yes, i'd imagine if you can get away with just reusing the crimson_oars stage then it's probably indeed better than add your own/modify the area since this way it wouldn't break if there's another module which modifies the area somehow. As long as that module doesn't break the crimson_oars stage, of course.

Modifié par tmp7704, 11 avril 2010 - 04:46 .


#9
Qwinn1234

Qwinn1234
  • Members
  • 144 messages
Tested it out, and it doesn't seem to have any effect on the Crimson Oars stage, which is good. So... good! I'll just use that stage's tag, and that way I don't have to touch the area file and I avoid any possible conflicts.



I've gotten the Steal the Teyrn's Crown quest nearly perfect now (and it really *is* a very cool quest once all the planned options are actually working), only one issue to go (but it's kinda serious)... has to do with attaching a new conversation line to an existing sound file, please see here if you think you can help:



http://social.biowar...3/index/2231389



Thanks for the help, tmp7704!



Qwinn




#10
tmp7704

tmp7704
  • Members
  • 11 156 messages
This one is actually something i wish i knew myself too. As you discovered, the dialogue seems to be stored in FMOD files and getting the bits out of that appears to be quite a task.

One sort of a work-around you may perhaps use is -- if you turn this bit of dialogue into a cutscene, or associate an existing cutscene with the line, you can then assign an action to the actor in that cutscene: Speak Line. It can be used multiple times if needed, and each instance allows you to cause the actor speak any of the lines from any dialog file.

The worst case (if each line is a response to the player choice) you'd need a cutscene for each line, but if it's not required to be interactive you could possibly have few lines done per cutscene, reducing overall number needed. The bonus side-effect of this approach would be ability to fix orientation of the characters, so they face proper way during that part.

Modifié par tmp7704, 12 avril 2010 - 02:53 .