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[Solved] Previewing My Cutscenes for Machinima


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#1
Redwense

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I've been searching around and found out that the toolset's in-game preview is broken for now.

All I want to do is play my cutscenes without having to go through a custom module with scripts and triggers. I plan to use FRAPS for recording the footage, which I will then use in machinima.

I already tried setting "-autologin=single player -runcutscene=recoverytest.cut" in the Steam launch options. It didn't work for my cutscenes ("recoverytest"), but it worked fine with the ones by BioWare. Whenever I try to launch my cutscenes, I end up in a small room, in which I'm controlling a character named "Jaden".

I was really hyped up to create machinima using the toolset and have already started learning the basics, but if I can't even preview the cutscenes so I can record them and edit them outside the toolset... I'm not sure what to do.

Thanks!

Modifié par Redwense, 03 juin 2010 - 08:07 .


#2
Kilrogg_

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Did you create your cutscenes in the Single Player module? (via File -> Manage Modules -> Open Single Player)



The default module when installing the toolset is the Demo Module, so changing that autologin line to demo module might do the trick (mind you I had no idea such a command line existed, I'm just going from common sense).



Otherwise, setting up a basic module with a trigger for your cutscene is very simple. You can just copy and paste the cutscene trigger script from this page and change the name to the cutscene you want to play:



http://social.biowar.../Useful_Scripts



Just change the name of the cutscene in the script every time you want to record a different one... shouldn't be much trouble.

#3
Redwense

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Thanks for the reply! Yes, I created them in the Single Player module.



It still isn't working for some reason, so maybe I'll have to go with the alternative... For this trigger, I'll have to create a new module, plop down a room, then add in a trigger somewhere? But if I want to use the Single Player areas for my cutscenes, will I have to create them within the Single Player module? (Won't this be a problem if a cutscene in my module uses resources from another one?) Or are there "copies" of areas such as the party camp that I can add to my module?



Man, I wish they'd fix the in-game preview for 1.3 already.

#4
AfterDune

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In-game preview doesn't work.



I had something similar, it turned out some animations I used didn't really work well, or I set GAD to true, whilst the animation didn't have any GAD-info. The result was: no export of the .cut file.



Check your log-window to see if anything is going wrong. If the logs say it's exported, it's exported. If it says there's an error, the cutscene is not exported.



Hope it helps..

#5
Suhnder

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You should probably work with a new module. You won't need to mess with triggers unless it's for running during gameplay.



But beyond that...did you export the cutscene?

Also try taking .cut out of recoverytest.






#6
Redwense

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Thanks for the replies, guys. I was able to get it to work using the command line :)

#7
Beerfish

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Redwense wrote...

Thanks for the replies, guys. I was able to get it to work using the command line :)


Perhaps can you list exactly the steps and commands you took to get it working so that if others find this thread they can obtain the solution that worked for you?

#8
Redwense

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It's really silly on my part (I simply did not extract my cutscene), but here are some reminders...

Be sure to extract your cutscenes. Take note of which module (singleplayer, in my case) you exported it with. Exporting the cutscene "without dependencies" may do the trick, but if you created your own morphs, creatures, items, etc., be sure to export those as well so that they appear in the cutscene.

Create a shortcut to DAOrigins.exe and add "-autologin=<module name> -runcutscene=<cutscene name>" to the launch options (without the quotation marks and brackets).

Running the shortcut should play your cutscene upon launching, but the game does not end cleanly after it's done. (My PC hangs whenever the cutscene ends.) So I suggest using ALT + F4 when you've seen enough of the cutscene to avoid the hanging.

Modifié par Redwense, 04 juin 2010 - 08:34 .


#9
AlanSJF

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I'm reviving this thread rather than start a new one, as it deals with a problem I've just run into.

So, I've created my cutscene. It's unrelated to any campaign, just a short four and a half minute narrative - a Machinima I guess. I ran "Export with dependent resources" as there's a morph in there I created myself, and at the end of the log I got a full numbed of successes, nothing skipped, nothing failed.

To play it I went with the -autologin, etc. method described in Redwense's post above - using the DAOrigins.exe, not the launcher, and launched the game.

Here's the problem: after a second or two 'The module "NAME" is missing' appears on screen, so I press cancel (the sole option) to go to the standard opening screen. I know the module shouldn't be missing as I've already exported it to test the level, and the correct module is still listed in Other Campaigns. Trying to open it in game however results in instant game crash.

Any suggestions? Anything I've done wrong, should go back and check? I've spent nearly a fortnight putting this four and a half minutes together, and I'd kinda like to run it in game in order to record it ...

*EDIT*

Ok, a couple hours later, still no joy.

Checking the log, I did notice 4 'warning' symbols, all relating to 'failed to process GAD' errors. Only, those specific animation had GAD set to false, so I'm not sure what that means. They only work with GAD enabled?

Anyway, point is I still can't view my cutscene in game. But it's late so I'll try again tomorrow ...

Modifié par AlanSJF, 11 septembre 2010 - 02:23 .


#10
AlanSJF

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New day, one problem solved, but others to contend with.



I finally got my scene to play in game by using single player rather than my created module's name for the autologin. It doesn't start up right away - I have to go to Other Campaigns and play my module, but it works. Phew.



Two issues though (well, three, but the other one I've found a fix for in another thread):



1) I have weather effects - snowfall - that should be continuous but only seems to initiate around half way through, and even after that it seems a bit patchy (snowing in one shot, not in the next). There's no lag or anything so I don't know what the problem is.



2) A bit more substantial, this one. An entire character has vanished. Does not show at all. Placed in the area, activated and animated successfully in the cutscene editor, but no sign at all in the in game footage. I have re-exported the cutscene, fixing the 'failed to process GAD' errors mentioned in the edit to my previous post (some animations were used on multiple creatures, so I had to go back and turn GAD to false for every instance of those animations) and one specific error was to do with the character that isn't showing up - but like I said, error fixed, and the export was - seemingly - successful.



Only thing I can think of is to add an alternative character and apply all the missing one's keyframes, animations, etc., but I'm hoping there's a less time-consuming solution.



Anyone?


#11
DahliaLynn

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Try setting your creature to "active" in the area editor.Then re-export the relevant files.

Modifié par DahliaLynn, 11 septembre 2010 - 11:33 .


#12
aidanodr

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Its a punt in the dark-ish ...

You are creating a cutscene using your own module and / or the single player module?

Are you loading up an existing OR a new area?

When you add a character are you just adding it directly to your cutscene OR are you the adding the character first in the area, then activating it in your cutscene?

Aidan

Modifié par aidanodr, 11 septembre 2010 - 11:37 .


#13
DahliaLynn

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aidanodr wrote...

When you add a character are you just adding it directly to your cutscene OR are you the adding the character first in the area, then activating it in your cutscene?

Aidan


He says that he places creature in area, then activates in the cutscene editor.
He needs to set the creature in the area editor to "active" as well in order for him to appear in the game, since the default I believe when placing a new creature in the area editor is  "inactive".

#14
aidanodr

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Yes, But you place the character in your Area first, THEN ( if you have to ) refresh your cutscene. Your new character is represented in the cutscene initially in a blue shade. You right click the character IN THE CUTSCENE and select ACTIVATE AREA OBJECT ..

I dont know of anywhere in an AREA to activate a character? Maybe you mean YOU PLACE the character first in the Area? This is what I was saying, rather than just put it directly in the cutscene. And this might be the reason the character was not appearing in game! 

Aidan

Modifié par aidanodr, 11 septembre 2010 - 12:21 .


#15
AlanSJF

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He says that he places creature in area, then activates in the cutscene editor.
He needs to set the creature in the area editor to "active" as well in order for him to appear in the game, since the default I believe when placing a new creature in the area editor is  "inactive".




See, that's what I figured, but I went back to the area to check, and this particular creature - in fact all the creatures - were set to 'active - true'. Then I reactivated them all in the cutscene, etc.

Maybe this one little guy is particularly buggy - he's the only one I've had a problem with. Anyway, if no fix emerges, he only has 8 or so animations, all very basic, so replacing him (same area-to-cutscene method) won't be that big of a hassle.

#16
AlanSJF

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aidanodr wrote...

Yes, But you place the character in your Area first, THEN ( if you have to ) refresh your cutscene. Your new character is represented in the cutscene initially in a blue shade. You right click the character IN THE CUTSCENE and select ACTIVATE AREA OBJECT ..

I dont know of anywhere in an AREA to activate a character? Maybe you mean YOU PLACE the character first in the Area? This is what I was saying, rather than just put it directly in the cutscene. And this might be the reason the character was not appearing in game! 

Aidan

 
When you open your area, select any creature you've placed there, and in the object inspector the very first option is ''Active' which you can set to true or false. I think that's what everybody is talking about.

#17
aidanodr

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OK,

Sorry - was getting mixed up between ACTIVE and ACTIVATE, subtle :D

That Character you are having an issue with?? As a test why not setup a quick new module with an area, new cutscene and add it there and see if it might be something with the module / area you are using as opposed to the character itself? Just a thought ...

Aidan

Modifié par aidanodr, 11 septembre 2010 - 12:44 .


#18
aidanodr

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Hiya,

Edit - DOUBLE POST

Aidan 

Modifié par aidanodr, 11 septembre 2010 - 12:43 .


#19
DahliaLynn

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AlanSJF wrote...


He says that he places creature in area, then activates in the cutscene editor.
He needs to set the creature in the area editor to "active" as well in order for him to appear in the game, since the default I believe when placing a new creature in the area editor is  "inactive".




See, that's what I figured, but I went back to the area to check, and this particular creature - in fact all the creatures - were set to 'active - true'. Then I reactivated them all in the cutscene, etc.

Maybe this one little guy is particularly buggy - he's the only one I've had a problem with. Anyway, if no fix emerges, he only has 8 or so animations, all very basic, so replacing him (same area-to-cutscene method) won't be that big of a hassle.



That's news for me actually.
Have you tried placing your char in the cutscene editor *only*? (removing him from the area), and regardless of that, have you checked your mapping settings (for your creature in the cutscene editor)?

Modifié par DahliaLynn, 11 septembre 2010 - 01:14 .


#20
Beerfish

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This sounds like the exact same issue I was having with the copies of the followers in a previous thread.



- Placed in the area

- show up and activated in cutscene

- appear in the cutscene and act as normal in the cutscene editor

- Do not show up in game



The creature that does not show up, did you create it or is it from the game itself?

#21
DahliaLynn

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I find all of this quite mind boggling.
There is one last thing I would do (after making sure resref is set correctly with the mapping tag)
would be to place an exported version of the creature (*.utc) and place him in C:\\Documents and Settings\\...\\My Documents\\BioWare\\Dragon Age\\packages\\core\\override

Beerfish, have you tried that yet?

Modifié par DahliaLynn, 11 septembre 2010 - 03:33 .


#22
AlanSJF

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Beerfish: you summed it up nicely. And to answer your question, the creature in question is taken directly from the game.



DahliaLynn: in the cutscene editor the ExportResRef is set to True and Mapping Required to False - as it should be I'm assuming, as the settings are the same for every other creature. Haven't tried placing him in the cutscene only yet, or moving the .utc - I'll add those to my list of options.

#23
aidanodr

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Whether this may help or is relevant or not - I, in most cases, DUPLICATE a creature ( right click / duplicate ) before adding to area. The one diff this makes is when double clicked the creature is writable parameter wise.

Aidan

Modifié par aidanodr, 11 septembre 2010 - 05:20 .


#24
AlanSJF

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That's a tip to bear in mind, aidanodr. for now, I've placed an alternative version in the area and redone the relevant animations in the cutscene editor - and yay! the little fella shows up. Couple of other changes I made need serious tweaking though, but I'm pretty much there now.



Thanks for the contributions, folks - gave me stuff to think about, which is always appreciated.


#25
DahliaLynn

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The funny thing about this is, that in my own situation, I actually had to create new creatures, the same as the ones in the area, then stick them somewhere unseen so the area creatures wouldn't be in range...and then the scene would work. I didn't think that would be relevant, since I was using a vanilla area.(with pre-placed creatures), and I would have duplicates in the scene. -I never animated the creatures placed in the area, only the new corresponding ones I made
Good info :)

Modifié par DahliaLynn, 11 septembre 2010 - 06:48 .