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Create "Ghost - Effect"?


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28 réponses à ce sujet

#1
Latiro

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Hey there!

I am working on a cutscene at the moment where I want the player to get the impression what he sees is a vision of something that has already happened - Similar to the Grey Wardens Castle cutscenes. Now I wasn't quite sure how to do that. Is that some sort of fxa - effect? And how to do apply those?

Thanks! :)

Nick

#2
tmp7704

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If you mean the characters appear translucent, it's done by editing the character properties in the Creatures panel. Open Abilities -> Talents and assign them TRAIT_GHOST (included in the "group: monster properties")

Don't know if there's a more dynamic way to do that. Theoretically the trait does apply some vfx to the target, but i never checked which one or whether it can be just applied in cutscene editor instead.

#3
Latiro

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Thanks for your reply! I'll give it a try. :)

#4
Beerfish

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You can also add an fx and link it to the actor.

I have used 'fxc_fade_ghost_c' to put the ghost effect on actors.

left click on ground
insert vfx
find the vfx name you want
place it in your area
in the properties of the vfx assign it to an actor.

(Do you have my cutscene spreadsheets? animations, vfx and sounds listings?)

Beerfish excel utilities

#5
tmp7704

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Ahh, nice. I've just tried it and it seems to have a drawback, though -- the vfx is placed over the existing actor rather than instead of them, while if i recall right the ghost trait renders just the translucent "shell".

#6
Beerfish

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Oh, I'll have to try your method then. I assumed they would all be the same.

#7
Latiro

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Hey!

Thanks alot! I got your Spreadsheet, Beerfish and I owe you my thanks. ;)
I was wondereing whether it is possible to give a special player_ghost - Dummy the trait or does that Ghost_Trait become obsolete once I flag the Player on that actor?

#8
Latiro

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Hey,

For some odd reason none of the two solutions work. I somehow do not see the Ghost_Trait effect on my actor (Do I have to insert him again?) and I don't really know how to assign the fxa. In the properties window of the fxa I dropped in my cutscene editor there isn't such an option. I tried linking it, but that doesn't work, either. Any ideas? :/

#9
Beerfish

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Once you place the fxa in the area click on the fxa in your time line. (This select the fx)
Look in the object inspector and you should see some options. Under the 'VFX' category you should see 'Actor' when you click on that it will list all of the actors you have active in the cutscene and you pick the one you want the ghost wisps on.

#10
tmp7704

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Latiro wrote...

I somehow do not see the Ghost_Trait effect on my actor (Do I have to insert him again?)

If i remember right the effect of the trait doesn't actually show up in the cutscene editor, only in the game. I'd guess there's some trickery involved in how this effect is handled by the engine (the module script perhaps takes care of it) and that doesn't extend to the out-of-game editor.

#11
Latiro

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Hey there,

once again, thanks for your help. :)

@Tmp7704
The thing is that it doesn't show up in the game, either. Thats just really weird, because I definetly attached all of the traits. :(

@Beerfish

I somehow do not get the FXA on the timeline. They just appear under the list of actors, cameras and sounds, but there is no entry in the timeline. ;(

Kind regards

Nick

#12
tmp7704

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Latiro wrote...

The thing is that it doesn't show up in the game, either. Thats just really weird, because I definetly attached all of the traits. :(

Does it show otherwise on the character when the character is placed in the level? Since (as it turns out) the effect is handled by the creature_core script you probably can't just put the character into the cutscene. It has to be spawned on the level first so the game engine can set up the transparency, and then you can use that character in your cutscene using the proper mapping tag (and probably ResRef field set to false so it doesn't spawn the improperly looking stunt actor if the original can't be found)

#13
Beerfish

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Latiro wrote...

Hey there,

once again, thanks for your help. :)

@Beerfish

I somehow do not get the FXA on the timeline. They just appear under the list of actors, cameras and sounds, but there is no entry in the timeline. ;(

Kind regards

Nick


Poor explanation by myself.  As long as it is in the list with the actors it is on the timeline (If you click on the + to left of the vfx in the list it will show something on the timeline.)

When you have it in the list with the actors left click it once to higlight it.
Look at the settings for it in the object inspector.  (You should always have the object inspector open when working with cutscenes.)
In the object inspector of the highlited vfx you will see some settings and sub settings, at the very end of the list there will be one that says 'Actor' then you link it to your actor as I described.

#14
Latiro

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Hey!

Thanks alot for your answers.
That is exactly what I tried, but even though I can see some animations now nothing appears in the timeline, even if I hit the "+"-Button of the vfx. Any ideas? :|

Cheers
Nick

#15
Beerfish

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http://social.biowar...s/983788/128889

Here is a link to an image I made, (the images get shrunk quite a bit on these forums so hopefully you can see it.

The most important thing is to have the item on the timeline, in this case you don't have to do anything with the timeline itself. You just need to have the item in the list and then link it to the actor. One thing that may affect it is proximity. Put the locatioin of the vfx right on near the actor who is going to be affected by it. Are you using the exact fx that I mentioned?

Modifié par Beerfish, 05 juin 2011 - 04:42 .


#16
Latiro

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Hey Beerfish!

Hm, thats really weird. I cannot recognize everything, but in my editor some things are different. For example, my VFX (fce_ghost_fade) doesn't have this little flame icon. I've placed a bloodstain once, though, and it doesn't show up in the timeline neither. I'll send a picture:

Posted Image

Uploaded with ImageShack.us

I scrolled down to the very bottom.

#17
Beerfish

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First of all you are not placing the same effect as I have been talking about. You are using fce_ghost_fade which is not the same as fxc_fade_ghost_c. What you have placed appears to be a placeable.

Follow the instructions I previously posted.

Right click in a blank spot in the area
Insert.....VFX
Choose fxc_fade_ghost_c
place it and it will show up as a flame in your list.

#18
Latiro

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I will give that a try! I think my mistake was dragging it from the "Models"-List. It was definetly not a placeable and I copied that effect just for the screenshot. :)

#19
Latiro

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Got it! I just didn't use the "Insert"-Command... :|

Thanks alot! :)

#20
Latiro

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Hey there,

I figured out how to do the Fade_Ghost effect now but I somehow don't really like it. Is there another way to make your character translucent? The Trait_Ghost somehow doesn't work. Any ideas? :|

Cheers
Nick

#21
DahliaLynn

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Major Edit:

Checking something interesting out. I do wonder what the Ghost trait that tmp writes actually does. When I set the ice vfx for example and set the character invisible, it seems some of the effect remains, though the shell disappears. (which is cool, but not what you want)

I'm going to experiment with this and see if I can find out as I am curious myself as to how to do this sucessfully.

For now you can try the following:

fxa_crt_pet_ice_c

And see if you like what that does to your actor. (to leave it on you have to remove the last  "cess" animation)

Modifié par DahliaLynn, 10 juin 2011 - 08:26 .


#22
tmp7704

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DahliaLynn wrote...

I do wonder what the Ghost trait that tmp writes actually does.

It is a flag for the game engine -- the generic script which is attached to each creature in game checks for presence of it, and if it's actually set then it performs some function calls to hide the character model and make instead the vfx thing visible on its own.

#23
DahliaLynn

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tmp7704 wrote...

DahliaLynn wrote...

I do wonder what the Ghost trait that tmp writes actually does.

It is a flag for the game engine -- the generic script which is attached to each creature in game checks for presence of it, and if it's actually set then it performs some function calls to hide the character model and make instead the vfx thing visible on its own.


Ah I see! Well then, it seems to be exactly what the OP is looking for apparently. :huh: The object inspector seems to be in charge of what happens in game as opposed to what is seen in the cs editor itself, and most changes come from level effects, sounds and area associated functions.

Perhaps the OP needs to activate those effects in the editor for it to work properly. Either that, or some script within the cutscene trigger script need be added to enable that particular function of the game.

Just a theoretical thought.

#24
tmp7704

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I think the effect simply doesn't appear in the cutscene editor (and other editors too) because it's executed by part of the "real" game that the editor doesn't include. So that means characters with the ghost trait show up looking normally in the cutscene editor (including the ones made by BioWare) but as long as they're included in the level they will appear ghost-like in actual game.

Modifié par tmp7704, 10 juin 2011 - 10:18 .


#25
DahliaLynn

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Agreed, but wouldn't "enabling level effects" in the CS editor be mandatory for this? or are these separate issues?