i will post about scripts in the next post, to try to keep things organized.
Modifié par BloodsongVengeance, 28 septembre 2010 - 03:04 .
Modifié par BloodsongVengeance, 28 septembre 2010 - 03:04 .
BloodsongVengeance wrote...
beerfish is correct:
actors in an AREA will have animation sounds (ie: footsteps, a 'thump' if they fall down, etc.). actors placed only in the CUTSCENE will not. you can add sound effects to them manually in the cutscene, but that's probably the long, hard way 'round.
Modifié par DahliaLynn, 28 août 2010 - 04:06 .
Yara Cousland wrote...
If you want to use the VO of the original game - there is a tool to extract the fsbs which I have used for my trials: Aezay´s fsbExtractor
http://social.biowar.../9/index/295486
Worked well for me although it is necessary to convert the wavs to 16 bit. (used Audacity as batch converter)
Modifié par aidanodr, 28 août 2010 - 05:28 .
aidanodr wrote...
After all this however - If you move the actor in - for example - in the Area, this movement is not reflected in the cutscene or vica versa. So, having done all the above, I assume all the movement is done in the Cutscene, it doesnt matter whats done in the area?
I ask this just in case their are any gotchas in the relationship between the AREA and the CUTSCENE?
I am confused...Maybe a misunderstanding? I mentioned 'superfluous' only referring to the login method I use for a quick review or capture of my cutscene. No game modus means no GUI to disable.So - in DA regardless of what frame capture procedure you use, one will always get superflous frames at either end of the movie?
If you do not need for any reasons a hostile Captain in the game I would propose to change in the object inspector the feature creature´s group' 'to _Neutral'.After the cutscene plays in game, it switches to game proper. My "avatar" appears and straight away gets sliced to death by the Captain. Can I stop this death and mayhem
Hi Dahlia, relevant only for actors with animations which should have a sound effect.DahliaLynn wrote...
Any particular reason for placing actors in the area then activate as opposed to the cutscene editor itself?
If 'play sound events' in the object editor of the cutscene is set on 'true' you could face the same problem like me.aidanodr wrote...
- "Played" the cutscene in the game. I DO NOT GET ANY FOOTSTEP SOUNDS and the like when he walks.
Bloodsongvengeance wrote...
are you making new sound database files and new conversations to reference the lines? can you give us some more info? because pulling lines from the original conversations of the SP for a cutscene is what i would like to do.
Modifié par Yara Cousland, 29 août 2010 - 12:07 .
Yara Cousland wrote...
Hi Dahlia, relevant only for actors with animations which should have a sound effect.DahliaLynn wrote...
Any particular reason for placing actors in the area then activate as opposed to the cutscene editor itself?
It has been a topic before in this forum:
http://social.biowar...6/index/2921497
So, better to avoid complications through this order.
Although it is not a guarantee that it will work. I still have to activate sounds accompanying certain anims (e.g. footsteps) via the event editor.
Modifié par DahliaLynn, 28 août 2010 - 11:00 .
Modifié par BloodsongVengeance, 28 septembre 2010 - 03:07 .
aidanodr wrote...
Hi BSV,
I noticed that in your last post and previously you advocate
"grab [ing] all the files in those two overrides and throw [ing] them into your overrides sub-directory in your dragon age game directory."
Why?
In my case all the files seem to reside in the c drive My Docs profile folder ( the default i think ).
Modifié par BloodsongVengeance, 28 septembre 2010 - 03:08 .
BloodsongVengeance wrote...
yara;
can you tell us, or give us a link to the instructions on how to do the long method of getting a conversation line into a custom module, with vo and sound? i can make some generalized guesses, but i've never tried to do it, yet.
...actually... since i'm doing machinima and using wmm... maybe i'll just shoot the lipsynch without sound, then add sound via recording the wav with audacity :X or just exporting the wav and adding it on the sound track. it's not that hard to lip-synch it that way, really. i've done that a couple of times when mixing spoken lines from the game with music for the music track.
i'll have to see if the duplicated conversation still has its lipsynch intact or if you have to re-generate that and the robobrad. because that would suck.
Modifié par aidanodr, 05 septembre 2010 - 08:38 .
Modifié par Lord Methrid, 05 septembre 2010 - 08:40 .
Modifié par aidanodr, 05 septembre 2010 - 11:17 .
Modifié par aidanodr, 06 septembre 2010 - 01:08 .
aidanodr wrote...
As a separate issue and something I asked in another recent thread - SOUND. Particularly ambient sounds. By this I mean the likes of character footsteps. I can get all other sounds up and running using the ADD Sounds, things like wind, birds and that. But when it comes to Character sounds, no matter what is done, I cannot get them to play in the cutscene in-game.
This seems to be an issue others area having. Any ideas?
EDIT: It would appear the footsteps type sounds ARE actually there when the cutscene is played afterall. Its just that the sound is way too low when the cutscene is playing in-game. Any way to adjust volumes I wonder?
Aidan
Modifié par aidanodr, 06 septembre 2010 - 05:55 .
BF - You say "I always use a different module than the single player". Are their any areas, characters, scenes and so on MISSING when one sets up ones own module? How about sounds and dialog? What DONT you get with your own module? Or do you get it all?
BF - You say "What actors are going to be in the cutscene? Are they already in the single player module or do I need to make new characters?" Lets take it you are in your own module. Do you have ALL the characters in your own module as you do in the single player module?
Well, a simple solution is to just recreate Zevran on a new creature. Make a new creature file, set him to elf male, add some items to his inventory (and set them to equipped), then go to head morph and select zevran (em_genfl_zevran or something).