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Is it possible to change the face of an NPC for one scene?


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#1
Petehog

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Hi, I am trying to make a character in Dragon Age, Shianni to have a different appearance in certain scenes.

And I was wondering whether it was possible.

I wanted Shianni to have her default appearance for most of the game.

But to to have this appearance in the Elf City Origin.

This image is very disturbing so I did not put the image here but I have a link...

This is  how I thought Shianni should have looked like in the original Dragon Age.

http://img44.imagesh...27/shianni2.jpg  

Would it be possible to do this?   :mellow:

Modifié par Petehog, 04 août 2010 - 12:09 .


#2
Phaenan

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I'd say it would work if you modified those specific cutscenes to replace the actor source by a new version of her. Although, if you wanted to replace her appearance for the whole Origin it would be easier to simply override the creature resource itself since the game uses another creature resource for her later in the game. :o

Modifié par Phaenan, 03 août 2010 - 08:31 .


#3
Petehog

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Ah, so when using cutscenes, would it work by changing the .mor file to maybe a different .mor file?



And..how do I edit cutscenes to make it work that way. I apologize..I'm not much of a programmer..I just mostly do faces..

#4
Phaenan

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And I'm not much of a cutscene maker so I may be off the mark on the specifics. But it's definitely possible, yep.

As I understand it, during cutscenes the actors involved are mainly defined using several properties and a "source" used for their appearance. That source is a creature resource like any other, so that the source you'll want to replace or edit.
You could replace the actor source defined in a handful of scenes if you wanted that face to show only after she's been manhandled. In this case you could duplicate the original Origins Shianni creature (bec110cr_shianni) change the head on the new creature resource, and use it in the actor source field of those cutscenes.

As for cutscene editing, I never had to do it so... I'd say you simply have to check out the desired cutscenes (or open local copies) make your change and simply export the modified cutscene. But since I never did it, maybe there is catch I'm not aware of.

Modifié par Phaenan, 03 août 2010 - 09:11 .


#5
adneate

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Editing the "players" in a cutscene would require creating a new UTC creature file that references the new .mor file and then making it use the animations set out. However upon a closer inspection the Shianni scene is not a cutscene it appears to be a conversation handled in the Area palette window with all the camera cues there. Also is appears that creating another Shianni might be a bit difficult since the Shianni that is present when the player wakes up is then moved through the level and placed in front of Vaughn and company when the player opens the door. I'm not an expert by any means but it appears that it would be very difficult to create two Shianni's without a massive rewrite of the entire interaction.

#6
Petehog

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Well, it looks like this may be more complex than is..necessary.



Gosh, this is frustrating because I have a vision on how I'd like things to be..things that would really make Dragon Age much more enjoyable but I have no way of executing the thoughts that I have on paper.

#7
Proleric

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It's not really that difficult.

Make a copy of the NPC's creature resource (.utc)  with a new tag.

Place that NPC where the conversation is to take place. Make them inactive (i.e. invisible).

Change the speaker tag throughout the conversation. While the conversation is running, make the duplicate NPC active and the original NPC inactive.

That way, you only have to change one conversation - the original NPC can still move around indefinitely.

#8
Petehog

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I have some questions.

1. Where are the UTC files located? How do I edit them?
2. How would I make a copy of a UTC with a new tage?
....I am completely clueless about UTC files but I am determined to figure this out...because if I can figure out how to do this...I would change...everything.....

I need a step-by-step process...something more layman's terms...I think
once I get that down, I can start working on a lot of things I've always
dreamed of adding.

I guess..basically..what I'd like to do is...have a step-by-step procedure of doing what you mentioned above.

I think if this is indeed feasible...I can start doing things....differently... Because I felt Dragon Age played itself to be a dark game......

but if I have the ability to swap .mor files....I can add new textures and start creating things that will give a much darker feel to Dragon Age.

Some characters on "death's door"....didn't really look that way...

Modifié par Petehog, 04 août 2010 - 07:09 .


#9
Phaenan

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Petehog wrote...
1. Where are the UTC files located? How do I edit them?


In the toolset DB, available via the palette once the Single Player module is opened.
You can simply use the toolset "duplicate" resource option in the context menu, but if you're going to do a lot of those modifications  you probably should create a new module holding those copies properly. That module would have to extend the SP campaign and be attached to the SP via the module hierarchy. Then you'll be able to duplicate the resource and have the new copies included into the new module rather than altering the SP database itself.

Petehog wrote...
I need a step-by-step process...something more layman's terms...I think
once I get that down, I can start working on a lot of things I've always
dreamed of adding.


As far as creatures are concerned, there are a few pages on the wiki that may uncover some concepts : Creature, cutscene tutorial, dialog cinematics, prolly some others as well. Unfortunately I don't think there is a tutorial explaining how to switch a creature with another for a bit, so your best source of info will probably be the forums.
Basically it will likely involve some light touches of scripting to switch the creatures (creating the new one, hiding the old one for a tad, then switch again if need be) together with dialog/cutscene tweaks to have the cinematics use the new creature rather than the old one.

Modifié par Phaenan, 04 août 2010 - 08:52 .


#10
Proleric

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I should have mentioned that my suggestion only answers the question in the thread title - it changes one scene.

In this particular episode, as Adneate already pointed out, if you wanted the new appearance to persist to the next scene, you'd have to make further changes. The principal is the same, though.

Sometimes the perfect is the enemy of the good. After all, this is a game where injuries heal instantly, so it would be a picky player who said "Hey! How come she's OK now?" in the Vaughn scene.

#11
Petehog

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Man, I gave it my best shot...still trying..but this is not coming clear to me. I wish there was a tutorial which could go through this in layman's terms for me. I know somebody did manage to do it here:



http://www.dragonage...file.php?id=654



Wynne's appearance actually changes depending on certain situations...




#12
DarthParametric

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There's nothing particularly special or difficult that mod does. It's just a UTC edit, as described above.

Modifié par DarthParametric, 06 août 2010 - 09:31 .


#13
Phaenan

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Petehog wrote...
Man, I gave it my best shot...still trying..but this is not coming clear to me. I wish there was a tutorial which could go through this in layman's terms for me.


Someone is bound to be able to help around here, but you'll prolly need to precise what you tried to do. For instance was that changing the actor in a single cutscene, switching a creature with another in a whole area, switching a creature with another just for one trigger/script invoked dialog, etc.
If we take the Shianni example, that's probably the third one, in which case having a look at the scripting bits you used to switch the creatures could help people - err - help. :o

#14
Petehog

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Sorry for the delayed response. I tried looking at the tutorials but they seem more geared towards making new conversations and new scripts. But I can't find something that allows me to edit old ones. Is there a tutorial which explains how to edit in-game conversations?

#15
Proleric

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Editing an existing conversation is no different to making a new one.

You might need a general tutorial on how to make an OC add-in. That would cover how to make the module itself, duplicate resources like conversations into it so that you can edit them, and redirect the OC to use your modified resources.