So a cutsene is based on an area. In that area the level designer has placed down a number of non unique items in the area. (For example 3 or 4 deer, a small village with buildings with doors straight from the palette.)
Now the cutscene creator wants these items to appear in the cutscene so he attempts to make them active. However, after the 1st one is made active you cannot activate any of the others because he gets an error message indicating that the item is not unique.
Is there any way around this? I know I can just simply place new deer in the cutscene and probably new doors but it seems like a lot of extra work to get things that are ambient to show up from the area.
Activating non unique items in a cutscene area...
Débuté par
Beerfish
, juil. 14 2010 02:53
#1
Posté 14 juillet 2010 - 02:53
#2
Posté 14 juillet 2010 - 03:12
All you need to do is give them a unique tag.
#3
Posté 14 juillet 2010 - 03:18
Sunjammer wrote...
All you need to do is give them a unique tag.
In the area or in the cutscene editor? My worry is messing with things in the area editor that will now have to be accounted for by the area editor designer. Also if I do make the changes in the area editor and want to send the cutscene to someone via a DADBDATA file I will then have to ensure that I export both the cutscene and the area correct?
#4
Posté 14 juillet 2010 - 05:20
You need to change the tags of the generic objects (doors, deers, etc.) so the Cutscene Editor can distinguish them (just like if you were scripting). A simple 1, 2, 3 etc. suffix is sufficient going by the quick test I did.
Now either you can get the designer to make the changes and give you a new B2B of the area or as you say you make the changes and distribute a new B2B with both the cutscene and the area.
Now either you can get the designer to make the changes and give you a new B2B of the area or as you say you make the changes and distribute a new B2B with both the cutscene and the area.





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