Hello, I am using the Dragon Age Toolset v1.01008. I've run into the following problems.
1) Toolset>Generate VO>Generate Local VO; does not work for me I get the following error
E: 22:39:43 - Failed to do Local post of placeholder voice over data for conversation
E: 22:39:43 - RPU process failed with a return code of '1'.
E: 22:39:43 - 'Age\\Toolset\\Environment /v DefaultDatabaseConnection /t REG_SZ /d Provider=SQLOLEDB.1;Integrated' is an unknown option
and I've already gone to Tools>Options>Environment and the resource is pointed at C:\\Program Files\\Dragon Age\\tools\\ResourceBuild, which appears to be correct so now I am stumped.
2)I've created a cutscene and havea couple of questions
I was wondering if a cutscene can transition into a conversation with options, i.e. 1:,2:,3: etc. In addition how do I fire the cutscene in game? I was hoping to do it on area load, but not sure how. I did find that it is supposedly possible to fire it from a trigger... but with no success. I havea trigger down, with the following script in it:
#include "events_h"
#include "global_objects_h"
#include "utility_h"
void main ()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
int bEventHandled = FALSE;
switch (nEventType)
{
case EVENT_TYPE_ENTER:
{
object oCreature = GetEventCreator(ev);
if(GetObjectActive(OBJECT_SELF)
&& IsPartyMember(oCreature))
{
resource rCutscene = R"alucard_and_logan.cut";
CS_LoadCutscene(rCutscene);
SetObjectActive(OBJECT_SELF, FALSE);
}
}
break;
}
if (!bEventHandled) //If this event wasn't handled by this script, let the core script try
{
HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);
}
}
No luck. Any ideas?
3)Last issue; is my characters. They all start out with 1/1 health, and there talents are... strange missing several things. I followed a tutorial on how to make characters but this is the end result. So I am not sure what went wrong.
Any help appreciated thanks.
VO, Cutscene and Character Issues
Débuté par
Lucrane
, févr. 24 2011 06:52
#1
Posté 24 février 2011 - 06:52
#2
Posté 24 février 2011 - 07:06
UPDATE:
I just tried right click on the conversation lines and 'preview line' from the drop down menu and it generated a VO. I don't know if this is the same as Generate Local VO, that still failed
I just tried right click on the conversation lines and 'preview line' from the drop down menu and it generated a VO. I don't know if this is the same as Generate Local VO, that still failed
#3
Posté 24 février 2011 - 09:10
I solved my cutscene issue. My problem pertaining to the cutscene not firing regardless of whatever script I used actually boiled down to the cutscene itself. While the cutscene is loaded on the left hand side under settings Area Required was set to True. I set this to false and my cutscene began to work. Two more issues left!
#4
Posté 25 février 2011 - 02:09
UPDATE:
I fixed all the problems, not sure how I fixed the VO thing did many things, except for the character issue, and the cutscene has presented a new issue. Not sure how I can destroy the trigger that causes it to launch, doesn't seem to want to go away.
I fixed all the problems, not sure how I fixed the VO thing did many things, except for the character issue, and the cutscene has presented a new issue. Not sure how I can destroy the trigger that causes it to launch, doesn't seem to want to go away.
#5
Posté 25 février 2011 - 02:17
UPDATE!
Cutscene issue fixed with this script:
#include "events_h"
#include "global_objects_h"
#include "utility_h"
void main ()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
int nEventHandled = FALSE;
switch (nEventType)
{
case EVENT_TYPE_ENTER:
{
object oCreature = GetEventCreator(ev);
if(IsHero(oCreature))
{
resource rCutscene = GetLocalResource(GetModule(), "dr1_cut_intro");
CS_LoadCutscene(R"opening.cut");
DestroyObject(OBJECT_SELF, 0);
}
break;
}
}
if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
{
HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);
}
}
Cutscene issue fixed with this script:
#include "events_h"
#include "global_objects_h"
#include "utility_h"
void main ()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
int nEventHandled = FALSE;
switch (nEventType)
{
case EVENT_TYPE_ENTER:
{
object oCreature = GetEventCreator(ev);
if(IsHero(oCreature))
{
resource rCutscene = GetLocalResource(GetModule(), "dr1_cut_intro");
CS_LoadCutscene(R"opening.cut");
DestroyObject(OBJECT_SELF, 0);
}
break;
}
}
if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
{
HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);
}
}
#6
Posté 26 février 2011 - 04:46
UPDATE:
Just on the topic of my VO issue, like I said I did many things, including a lot of stuff in the forums so a combination of this might have fixed it. What I finally did though, was do my own VO for one line, as specified on the wiki, and place that in the appropriate folder, audacity for some reason or another the first time through didn't want to make it 24Hz even though I had changed it from 40 and kept doing so, and it eventually did go to 24. I then placed that in the appropriate file for VOs, opened the toolset, ran the generate VO, and then it started to work, and has worked ever since. I also went and opened a single player game convo and ran the Generate VO from there as well right after I did my own VO recording.
Hope this helps
Lucrane
Just on the topic of my VO issue, like I said I did many things, including a lot of stuff in the forums so a combination of this might have fixed it. What I finally did though, was do my own VO for one line, as specified on the wiki, and place that in the appropriate folder, audacity for some reason or another the first time through didn't want to make it 24Hz even though I had changed it from 40 and kept doing so, and it eventually did go to 24. I then placed that in the appropriate file for VOs, opened the toolset, ran the generate VO, and then it started to work, and has worked ever since. I also went and opened a single player game convo and ran the Generate VO from there as well right after I did my own VO recording.
Hope this helps
Lucrane
#7
Posté 27 février 2011 - 09:06
wow, a whole one-man thread....!
sorry i wasn't around earlier. please check my signature links for cutscene tips, and the one for cutscene scripts. i dont know how your cutscene is running, since your script shows it only loading, not playing.... :X
i also have a VO tutorial, which i think you figured out. VO is really whacky when you first try to understand how to work it, but once you get the hang of it, it isn't so bad.
oh oh i know! #3! your module start script needs a line to start the character generator / load character option. i think that's with the cutscene scripts.
man... you have SUCH a much better time with your problems than i do with mine!
sorry i wasn't around earlier. please check my signature links for cutscene tips, and the one for cutscene scripts. i dont know how your cutscene is running, since your script shows it only loading, not playing.... :X
i also have a VO tutorial, which i think you figured out. VO is really whacky when you first try to understand how to work it, but once you get the hang of it, it isn't so bad.
oh oh i know! #3! your module start script needs a line to start the character generator / load character option. i think that's with the cutscene scripts.
man... you have SUCH a much better time with your problems than i do with mine!
#8
Posté 03 mars 2011 - 10:59
hehe thanks. Yeah I am pretty much a cutscene whiz now. I sit there and just keep pressing buttons, until something gives :-p The character thing I figured out through events and what not I also figured out something else just recently that I ran across on another forum where someone was experiencing an issue. I believe they wanted to make a module that loaded with a character the player had to use, and I stumbled across how that can happen.
So sorry I don't remember the post, but for whoever that was the answer is this:
case EVENT_TYPE_MODULE_START:
{
object oHero = GetHero();
// skip character generation
Chargen_InitializeCharacter(oHero);
Chargen_SelectRace(oHero, RACE_HUMAN);
Chargen_SelectCoreclass(oHero, class_WARRIOR);
Chargen_SelectBackground(oHero, BACKGROUND_NOBLE);
// give the player some equipment
LoadItemsFromTemplate(oHero, "default_player.utc", TRUE);
RewardXP(oHero, RW_GetXPNeededForLevel(2), FALSE, FALSE);
break;
}
where "default_player.utc" is the custom character you want the player to come in as. Enjoy.
Lucrane
P.S. will try to find original post :-p
So sorry I don't remember the post, but for whoever that was the answer is this:
case EVENT_TYPE_MODULE_START:
{
object oHero = GetHero();
// skip character generation
Chargen_InitializeCharacter(oHero);
Chargen_SelectRace(oHero, RACE_HUMAN);
Chargen_SelectCoreclass(oHero, class_WARRIOR);
Chargen_SelectBackground(oHero, BACKGROUND_NOBLE);
// give the player some equipment
LoadItemsFromTemplate(oHero, "default_player.utc", TRUE);
RewardXP(oHero, RW_GetXPNeededForLevel(2), FALSE, FALSE);
break;
}
where "default_player.utc" is the custom character you want the player to come in as. Enjoy.
Lucrane
P.S. will try to find original post :-p





Retour en haut






