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Cutscene Using Stage


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#1
BloodsongVengeance

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heyas;

  i duplicated some smooching cutscenes from the single player game, and i also swiped the stages they go on.  and then i put both into my camp area in my cutscenes module.  and everything looks exactly right and perfectly fine and all that in the editor preview, but....!

  when i load and run the cutscene in the game, it looks like the camera is at 0.0.0, staring at empty purple space.  am i missing a setting or something to use stages properly?  i copied their position locations exactly and stuff.  i thought maybe the stages had to be in the area to work properly, so i put them in there too (in the same locations i was using).  but no joy.

  is there a special trick to this? 

#2
DahliaLynn

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In some situations, player is required to actually stand in the area for the cutscene to use the same area. Are you in camp when you trigger it?
Also you say you placed the stage physically in the area. Did you export the area as well as your cutscene before going in game?
Edit: If you are trying to trigger the "anywhere kiss" I've seen problems experienced with this when not using the original :"anywhere kiss" dynamic stage

Modifié par DahliaLynn, 22 décembre 2010 - 10:39 .


#3
BloodsongVengeance

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heyas;



yes, the player is in the area. i'm pretty sure i re-exported the area. i did re-export the one cutscene because i had forgotten to change the stand-in to use the player tag. that ended up with the player standing on the stage at 0.0.0 in the purple haze... by himself. i will double-check. it should just work, then?



i'm not using anywhere kiss. i'm using uhhh... leliana_kiss_em and zevran_kiss_em or whatever they are called, and their associated stages.



i didnt use the staging lines for the actors. they just appeared in the right place, so i didn't touch that. like look at who and snap to place. but they're ON the stage (at least, my player is when i use the substitution tag), just the stage is in the wrong place. or maybe its just the camera??? GAH!



i'm also wondering what will happen if i take the stage out.... if i key everybody's positions where they are... and the camera. hmm.


#4
BloodsongVengeance

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okay...



i added staging: jump to stage place. that didn't help. i took out the reference to the stage. THAT made the camera, the master, and the two actors jump to the southwest corner of the map. so apparently, their positional keyframes are all in relation to the stage, not the area.



as for why the game makes the camera jump to the 0.0.0 point, is beyond me. i guess i will remove the stage, then drag everything back to the right spot and re-key. or am i supposed to do something in the master tracks?


#5
DahliaLynn

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I've been through this before with someone else, but they were using the dynamic stage and wanted their scene to show up wherever the player chose. the same thing happened and the only headway we made was when they tried to use a stage from single player. Your problem is different , though showing the same symptoms.

Can you create a custom stage, name it uniquely, name it's cameras,duplicate your area, place the stage in your area, export the area (if you are using single player then I guess your best bet to limit all possible failures would be to place it in packages/override)
Set the stage in the cutscene editor obj inspector, set jump to your unique stage camera name in the master track, and then see what happens.
I think there is a setting when you create a stage whether or not to lock the cameras, you might want to unlock it. (not sure of this part)

Edit:
Also, I believe the way the toolset works is all keying is referenced to the Green Master ball. The master ball should be in the same area in the stage as in the area. Hopefully that will help as well.

Modifié par DahliaLynn, 23 décembre 2010 - 03:36 .


#6
Jonathan Seagull

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I had this problem not long ago. Everything looked fine in the toolset, but defaulted to 0,0,0 ingame. It took me forever to figure out. Eventually I opened up the stage and found that my places/cameras were positioned outside the working grid. After fixing that everything worked fine.



I'm not sure if that's what your issue is, but you might check to be sure.

#7
BloodsongVengeance

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heyas;



okay, here's what i tried:



created new stage, gave it a name (test_stage), added 2 cameras (testcam1, testcam2), added 2 places.



duplicated it (test_stage_dup), placed duplicate in area, exported area.



new cutscene: set it to use my area and test_stage_dup.



PROBLEM #1: the cameras from the stage are not listed as cameras in the cutscene editor. it has it's default camera 1, but no sign of testcam1 and 2. also, when creating stage cameras, i can give them a tag, but not a name.



*however,* the view in the cutscene preview shows the view from the stage camera. ie: in the middle of the area, not at 0/0/0.



RESULT: when i play it in game, the camera is at the origin, not in the area. which is a bummer, because i thought that putting the stage in the area *before* making the cutscene would make a difference.





i didn't see any option for locking/unlocking cameras during or after stage creation. :/



dahlia, i'm not sure what you mean to have the master ball in the same area in the stage as the area? the ball ends up between the actors, though its position reads as near 0.0.0. i'm guess it is showing me stage coordinates. the only ball-like thing i see in the stage is a shadowy ball apparently at the center of the grid.





jonahtan: no, everybody and everything is inside that grid in the stage editor. i'll remember that trick, though.





...okay, i haven't fixed this problem, but i've developed a method to work around it by removing the stage:

http://social.biowar...567/blog/12369/


#8
DahliaLynn

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I just looked up an in game scenario where the game uses a stage and a cutscene.

Area: den600ar_landsmeet_chamber
Stage: den600st_landsmeet
Cutscene: 173857_loghain

I noticed all 3 stages in this area are set to 0,0,0

In the cutscene editor, when opening the 173857_loghain cutscene, the master ball is set to 0,0,0 which has a particular location in that area. (landsmeet chamber)

All three stages in the area  have that master ball location within their boundaries.

When I reset the stage coordinates in the area, the stages moved accordingly, i.e. relative to 0,0,0

Theory:

When creating a new stage (or duplicated) set the desired area in the Object Inspector.
You will find a setting in the Object Inspector stating "position in area"

I believe if you set the stage itself (in the stage editor) to the coordinates you would like it to be in the area, it will be placed and referenced accordingly in the game



If not, then you may want to experiment and see what happens, since all of these elements seem to relate to each other.

Modifié par DahliaLynn, 26 décembre 2010 - 12:34 .


#9
BloodsongVengeance

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heyas;



i'm still a little fuzzy on what you are thinking... if the landsmeet chamber is at 0.0.0 in its area, then it would follow that the master object and stages are at/around 0.0.0, as well. if you look at the camp area, however, 0.0.0 is an empty corner, and the center of the camp is 100-200 some-odd units away from there.



the two stages i was using from the camp area are set in the area to their respective places (in front of leliana's tent, and in front of zevran's tent, respectively), and NOT 0.0.0. their 'position in area' information translated over in the duplication. at least, they knew what positions they were supposed to take up in the cutscene editor.



in fact, i can't see what i am doing differently than what you are suggesting. the stages are placed in the area at the desired locations/orientations. the cutscene uses the stage and has the correct coordinates for that stage in the cutscene stage properties.



the only thing i'm not sure of is having the master ball inside the stage boundaries in the cutscene. the master object was stuck in the camp somewhere (not in the corner) in the cutscenes i filched, so i didn't pay any attention to it. i will try nudging it into the stage boundary, though.




#10
BloodsongVengeance

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okay..



the master object WAS inside the stage boundaries.



i also re-duplicated the kiss cutscene into my module, replaced the 4 instances where it flaked over the resource pointers (area, stage, owner, player), and ran it (without touching anything else)... and it was right in the preview and wrong in the game.



okay, i also just threw the stages into the packages\\core\\override, just in case the game was somehow not seeing them in the addins override. no joy.



OH WAIT! i see what youre talking about now!! omg, pray this works....!



#*($&, that didn't work. i did open the stages and found the 'area' property and input the area where they belonged. that automatically input their coordinates and rotation, i'm guessing because those stages are in the area. ...so they know where they go? but if the stages in the area dont have the area property.... i'm so confused!



great, now i broke my area. i give up.




#11
DahliaLynn

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What I was thinking was to open the stage editor, open set the area, place the stage in the area as you would like it to be, then set it to 0,0,0
Follow through with the next step of setting the stage in the area, then open your cutscene.

You might have broken the area because of conflicting information in your overrides. Where now you set different coordinates in each case rendering conflicts since all elements are connected to each other. 

What I would try:
Clean out your overrides, duplicate a new stage and area.
1. Start again from the stage editor and work your way down having setting the stage in the stage editor at the correct place physically in its area setting,  and setting the coordinates to be 0,0,0 (If that can be done)
2. Edit your area and set the stage to 0.0.0 it should be in the correct place.
3. Go to your cutscene.

Hopefully this should work
 
 

Modifié par DahliaLynn, 28 décembre 2010 - 11:59 .


#12
BloodsongVengeance

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heyas;



this morning i thought to try to see if it was the cutscene or the stage that is messed up. so i made a brand new cutscene and told it to use the duplicated stage. i was a little confused that the stage cameras did not appear, but then i found those by adding a track to the camera and finding the staging camera options for it.



(no, i wasn't doing that before. the camera from the duplicated cutscene was already in place.)



so i also jumped my actor to the stage place for player. and... no joy. in the game, both camera and actor are stuffed in the corner.





all right, here we go....



1: i deleted all the override stuff. i opened another area i made that is another camp set. it has no stages or anything.



2: i open the leliana kiss stage in the editor... i plop the stage into the area... okay, i set its rotation to -77 and just eyeball it into place. right.



3: uhm... i have to admit i'm lost again. am i setting the stage down in the area editor? because i dont see how i can set the stage down in the area from the stage editor. and am i setting the coordinates to 0.0.0 in the area or the stage?



okay, i'm going to try this. it's at -77 and x/y/z in the area. im saving the area. i'm opening the stage in the stage editor, setting the area to the other camp, and setting its coordinates and yaw to all zero. although i must say, this seems counter-intuitive. but then again, who knows what was going through the minds of the guys who developed this :X





oh... oh wait. no, ive never seen THAT before. the area is showing up in the stage editor. no, i swear! all ive ever seen in the stage editor is black empty space with a grid!!!



GAAAAAAAAAAAAAAAAAAAAAAAAAH!



okay, rewind.



1: i go to the area i just saved and delete that stage i put in it and save again, and pretend i never did that :X



2: now i go to the stage editor. i change the area and... whoa-- THAT is bad. it all goes black again. oh, i see. because when i change the area, it resets the stage to 0.0.0.

okay, i undo, i copy the coordinates for the flippin stage, THEN change the area, put in those coordinates, and voila! there's the area, in the stage editor, and the stage in the right place at the right coordinates.



(suspiciously, this looks as if everything is going to end up exactly the way it was before. but, in the name of science, i'll carry on.)



now... i can't set the coordinates here in the stage editor to 0.0.0, as that will stick it back in the black corner, NOT in the middle of camp where it belongs. therefore, i won't do that. so...





3: edit the area and throw the stage into it, and set it at 0.0.0. that does *not* make it in the correct place. it makes it in the black corner, which is rather what i expected it to do.



but okay, let me make a test cutscene for that and see what happens.

now the question arises... do i set the coordinates in the cutscene stage property slots. i'm going to guess yes, as those being 0.0.0 are stuffing me in the corner again.





so...

stage at x/y/z in stage editor, 0.0.0 in area, x.y.z in cutscene editor and the result is....



the same stupid as before.



::sigh::






#13
BloodsongVengeance

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for what it's worth... here are the settings for the three pertinent resources from the single player campaign.





STAGE: leliana_partycamp

Area: None

Pos: 0.0.0 Rot: 0



AREA: cam100ar_camp_plains

Stage Properties:

Pos: 142.258,118.39,-0.684898 Rot: -134.5





CUTSCENE: 385728_leliana_kiss_em

Stage: leliana_partycamp

Pos: 142.258,118.39,-0.684898 Rot: -134.587,0,0





okay, it looks like i should try erasing the area/location data from the stage. luckily, i cant do that right now and torment you with a play-by-play :X


#14
DahliaLynn

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Ok I looked stuff up, and noticed that particulcar stage isn't associated with the area in the stage editor. Can you elaborate on all of your settings? including how you trigger your cutscene, as well as how your module is set up, and what you want to do? I can try to duplicate what you are doing in order to determine the cause of the problem.
Try to provide as many details as possible including all names used, etc.

(this includes all settings made in the object inspector such as area required if set, etc.

Modifié par DahliaLynn, 29 décembre 2010 - 06:23 .


#15
BloodsongVengeance

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heyas;



actually, the problem might be simpler than that...



i tried putting in the stage actions for the camera and actor: jump to camera place and jump to stage place. i noticed that you cant just jump something to a place and have it... in that place. that is, if you don't stretch the jump action to the length of the cutscene, it will jump BACK to where it was before.



now... when i first opened the duplicated cutscene, it couldn't read the stage settings and jump-to places, because it was still using database pointers that don't work. and what i did was, just deleted the jump to camera and jump to actor place.



despite this, the camera and actors were in the places where i wanted them to be. actors in front of the tent, camera pointing at them. and, as i pointed out 20 times already, the preview in the cutscene editor was perfect. but in the game... the camer and actors had no idea where they were supposed to be.



of course, one thing i did to try to fix that was put the jump-to actions back in. BUT... to my dismay, when i had the camera jumped to the stage camera position, i couldn't move or re-keyframe it. and i wanted to change the still shot to a moving shot at a different angle. so that was out the window, because i didn't want to much around with trying to move the dummy cameras and actors in the stage to duplicate what i'd done in the cutscene.



but i GUESS... what you're supposed to do... is open the stage properties and assign it to the area. that makes the area pop into the stage... so you could noodle with the cameas and what angles and backgrounds you want right there.



the next time i try duping a cutscene like that, i'll try that method.