I would like to use a conversation to create a kind of movie using static cameras. The scenario is the party rows a boat out of a pirate cave (one area) onto the sea near a lighthouse (another area) along the coast to a village (another area). I wanted the conversation to use static cameras in each area to display the scenery and finally transport the party to the village at the end. The cameras in the original area - the cave - work fine, but the ones in the other areas do not. I assumed because all cameras show in the list of cameras that you could pick any from any area. Can cameras from other areas be used in a conversation?
Cameras only from the current area?
Débuté par
El Condoro
, févr. 26 2011 11:06
#1
Posté 26 février 2011 - 11:06
#2
Posté 26 février 2011 - 12:07
No, only cameras in the area where the PC currently is can be used.
To get around this, I set up a "sound stage" sort of like they do for making real movies. Put all your camera locations in a single area. Build only what will be seen from the camera point of view.
To get around this, I set up a "sound stage" sort of like they do for making real movies. Put all your camera locations in a single area. Build only what will be seen from the camera point of view.
#3
Posté 26 février 2011 - 12:40
What _Knightmare_ said. Very early on during camera and cutscene discussions (pre-release) we were told that you wouldn't be able to switch from one module area to another during cutscene conversations. You can "teleport" (with a fade out) to another location within the same module area and continue the cutscene.
Of course this means you have to create a "Sound Stage" area with the relevant features in your custscene and blocked by LOS of the other cameras you'll be using (Think, Theater in the Round with the audience/camera in the center pointing outwards.) This is not as horrible or as difficult as you might think. Tanita's Terra Coppa is an excellent tool to use to set up your Sound Stage Area.
It's definitely a bit harder to do that than if you were allowed to jump to different module areas, but a Sound Stage Area can also provide you with some pretty interesting creative ideas about more cutscenes and possibly some creative Areas for actual game play considerations.
dunniteowl
Of course this means you have to create a "Sound Stage" area with the relevant features in your custscene and blocked by LOS of the other cameras you'll be using (Think, Theater in the Round with the audience/camera in the center pointing outwards.) This is not as horrible or as difficult as you might think. Tanita's Terra Coppa is an excellent tool to use to set up your Sound Stage Area.
It's definitely a bit harder to do that than if you were allowed to jump to different module areas, but a Sound Stage Area can also provide you with some pretty interesting creative ideas about more cutscenes and possibly some creative Areas for actual game play considerations.
dunniteowl
#4
Posté 26 février 2011 - 02:58
What I did to work around the issue, and it's a pretty small issue really, was get a number of camera/screen shots from various places along the route, then created 1600 x 800 pixel TGA files. With those in the module folder I could just put them in the TGA field of the node and voila - a kind of movie. It works reasonably well but getting the TGAs to the right size is fiddly. Cheers
#5
Posté 26 février 2011 - 07:18
So are you saying you essentially made backdrops?
dno
dno
#6
Posté 26 février 2011 - 08:21
If you're comfortable with the scripting, you can fade out in one area, jump the PC to a second, start a new conversation with an on-client-enter script, and then fade back in. You get stuck with a module loading screen in the middle, but you could use a custom screen that adds something to the cutscene.
#7
Posté 26 février 2011 - 09:17
@dno: Yep. There are no characters in shot, though.
@Lugaid: If it were an important thing, I'd absolutely spend the time doing what you say, but for this I just needed a (relatively) quick and nasty solution. The main problem with what I've done is the TGAs are daytime - it will seem a bit weird if the PCs row out of the cave in the middle of the night!
@Lugaid: If it were an important thing, I'd absolutely spend the time doing what you say, but for this I just needed a (relatively) quick and nasty solution. The main problem with what I've done is the TGAs are daytime - it will seem a bit weird if the PCs row out of the cave in the middle of the night!





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