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#1
FollowTheGourd

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Hi,

I'm trying to figure out how you can even create functional shots as linked to in builder wiki there.

I'm more familiar with the conversation editor than the cutscene editor and I'm wondering if anybody knows of examples (maybe in the single player campaign) where functional shots are used.

Also, I'm not sure what the difference between a functional shot and attaching a cutscene to a dialogue line would be. The wiki says they should be up to 5 seconds or "be considered a full-fledged cutscene" - so I'm not sure what the technical difference is.

Anyway, sorry for the confused post; I'm just looking for a nudge in the right direction or an example to figure it out myself with.

Modifié par FollowTheGourd, 28 mai 2010 - 12:32 .


#2
tmp7704

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Are these functional shots even present in the first place? The way wiki describes them it sounds they should be in a separate list in the resource palette but such list seems missing. It also talks about defining these shots in the cutscene editor by flagging some cutscene elements as parameters, but there doesn't appear to be way to do that. Finally, the game doesn't appear to be making use of such feature, each cutscene is separate.

The way that section of wiki is worded (all in future tense) it sounds like an excerpt from design doc that didn't actually make it to see the day...

Modifié par tmp7704, 28 mai 2010 - 12:55 .


#3
FollowTheGourd

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Yeah, I'm really not sure. Looking more in the single player campaign, I found something I think is close but not generic like a functional shot implies, so I don't know if it's any different than just doing edit->Associate Cutscene with Line.

E.g., in ntb340cr_lady.dlg: "Please, be at peace, all of you. [...]" is associated with 73262_player_enters.cut and the subsequent dialogue lines don't have "skip" checked - not to mention the cutscene is supposedly 6.4 seconds long.

In any event, it does seem like an area on the wiki to bring up to date.

Modifié par FollowTheGourd, 28 mai 2010 - 01:02 .