Yara Cousland wrote...
It is not totally clear to me what you have exported exactly. The vanilla area was newly created? Did you keep in mind to (re-) export both: the area and the cutscene? (Only to exclude this)
Did you run the cutscene by the -autologin - runscript command? Then it should work as described.
As it does for me in my tests.
Edit: Sorry, I have overlooked that you are exporting from the single player module. That´s not working for me because of the missing campaign.cif.
Okay, let me try to clarify exactly what I'm trying to do.
Basically I'm trying to switch the custom areas I've used for my cutscenes for vanilla areas - i.e. pre-existing areas from the game (in this case, the party camp). The aim is to try and determine if the sound issues I've been having with my cutscenes (the ones using exterior areas, at least) can be traced back to settings I've used in those areas. The question I'm trying to answer is, if I run the cutscene in a non-custom area will animation sounds and sound fx still be missing, as they have been when I use my own custom areas?
Following DahliaLynn's suggestion, I'm attempting to switch areas in the cutscene editor - I'm not changing anything else, just the area.
I can make the switch in the cutscene editor, export the new version of the cutscene, and also export the new area. However, when I run the cutscene in-game, all I get is the orignal cutscene - i.e. the one taking place in the custom area - and not the new version taking place in the party camp.
I've tried with two different cutscenes - 'The Rescue' and 'Into the Deep Woods' - but I can't get the new versions to run in-game, just the originals.
Is the fact I'm running them from the original triggers the problem? If so, I'm not sure what to do, as I can't add a new trigger to the party camp area as any changes I make to it in the toolset can't be saved.