I've begun the process of testing animations I used in my 5 cutscenes in the basic 32x32 (and later 192x192) test area I described in one of my posts above. Starting with my first cutscene, 'The Rescue', I've made a note of every animation I used, for every creature/character in the cutscene.
So far I've done the nug and the ogre. Now, in the cutscene, none of the nug animations I used played with sound. So I've created a new nug creature, placed it in the 32x32 area, created a new cutscene using that area, activated the nug and given it exactly the same animations I used for the nug in 'The Rescue'.
Result: every single animation played with sound.
Most of the ogre animations I used in 'The Rescue' also played without sound in-game, so I followed the same process - created a new ogre creature, placed it in the 32x32 area, activated it in the cutscene editor, and gave it the exact same animations I used for the ogre in 'The Rescue'.
Result: as with the nug, every single animation played with sound.
One thing I will note - and this will form the basis of my next test - neither the nug or the ogre I used in 'The Rescue' were custom creatures - both were selected from the game files. I forget which nug I used, but the ogre was ogre_grunt from the Darkspawn/Ogres folder. Both were placed in the area and activated in the cutscene editor. To see if the fault lies with them - i.e., using existing, game creatures/characters rather then creating your own - I need to run some more tests ...
*EDIT*
Scratch what I said in the last paragraph - the problem doesn't seem to be what type of creature you use, at least not when it comes to nugs and ogres.
I checked again, and the game nug I used in 'The Rescue' was nug_a (from the _Core_Creatures/_Test folder), and as I said above the ogre was ogre_grunt.
I've now placed one nug_a and one ogre_grunt into my test 32x32 area, actived both in the cutscene editor, and given them the same animations they were given in 'The Rescue'.
Result - once again, after exporting, every animation played with sound in-game - and these are the exact same animations that played without sound (baring one or two of the ogre's) in 'The Rescue' when I ran that cutscene in-game.
So, one 'complex' area used for a long, involved cutscene where the nug and ogre animation sounds did not play, and one ultra-basic 32x32 area used for a comparitively basic cutsene (a single camera, no transitions between or alterations to the animations) where the exact same animations do play with sound.
What are we to make of that?
Modifié par AlanSJF, 11 novembre 2010 - 10:11 .





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