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Coat of arms not visible in cutscene


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#1
Yara C.

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The coat of arms is displayed in the cutscene editor. It is visible in game on equipped items but not on a linked item in a cutscene. I use a core resource, not a custom item.

I tested it with different shields. But the result is always the same: only the vanilla shield model is displayed.

Why is the texture of the emblem not displayed in the cutscene? What could I miss?
Any idea? Thanks for any suggestions.

Modifié par Yara Cousland, 19 septembre 2011 - 09:41 .


#2
DahliaLynn

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Have you tried exporting the item itself?

Edit: aside from that I have no other ideas :(

Modifié par DahliaLynn, 04 septembre 2011 - 05:50 .


#3
Yara C.

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Thanks for the reply, Dahlia.
Yes, of course. I have done already a lot of testing and couldn´t find a solution. (Considered the hierachy, made a test with a duplicate and different tags, tried it with a texture from Nexus etc.)
In spite of that I could have missed something simple.

At least I know it must be possible because in CoC the custom coat of arms is visible. I hope Beerfish will drop in...

#4
Beerfish

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So this is a shield, and only the defualt shield shows up not one with a coat of arms?

Is this for an non party actor in the cutscene or the player or a henchman?

Modifié par Beerfish, 04 septembre 2011 - 10:13 .


#5
Yara C.

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Hi Beerfish,
yes, it is always the default kite / tower / round shield which shows up.

The shield of Highever is linked to my main char. But I neither use a stage nor have I mapped the actor to player (machinima reason). I have just mapped the actor to player - makes no difference.

I´ll test it tomorrow with a stage.

Edit: To be clear - it is the item as actor for which the coat of arms is not displayed. As equipped item the coat of arms is visible. (Therefore my  allusion to CoC was misleading)

Sigh, it would be interesting to hear if anyone has ever used a shield with coat of arms as actor and the emblem was visible in the cutscene.

Modifié par Yara Cousland, 04 septembre 2011 - 11:58 .


#6
Beerfish

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Okay so it is strictlu for machinima. Then the mapping shouldn't be necessary as you are just putting down and actor for the scene, as a matter of fact there should be no mapping at all.

So you are saying the coat of arms shows when equipped but does not show when the shield is unequipped and on the actors back?

#7
Yara C.

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No, it is visible as equipment, on the back or during a fight. That is not the problem.

But as linked  item the coat of arms shows not up. I use a not-fight related animation. That´s why I link the shield item to the char. And the char looks at the shield. Without the coat of arms it would be senseless.

I have already considered that there could be a conflict because the shield is listed as unique. (Although the setting in properties is false.) I have removed the shield from the equipment, tested it with a different tag...
Uniqueness of the item seems not to be the cause.

The texture is available ...at least in the Toolset. The specific shield (and others) are displayed with the coat arms in the cutscene editor.

Maybe it is one of those Toolset´s flaws. Wouldn´t  be the first time I detect a new one ...

But I still hope that a solution could be found. I´ll report on the outcome of my further tests.

Modifié par Yara Cousland, 05 septembre 2011 - 06:52 .


#8
DahliaLynn

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Can you tell us the name of the shield? I can try and reproduce your issue and see if I can see it in game and in a cutscene. If I manage, we can compare the differences in settings.

#9
Yara C.

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Great to hear this, Dahlia. Thanks to both of you.

I have already mentioned the shield of Highever (gen_im_arm_shd_kit_hig). But the problem is not dependant on a specific shield. The coat of arms is not displayed for any shield as linked item. I have tried it with the tevinter shield, Duncan´s shield...it is all the same.

Here is a visualisation of my prob. ( I have choosen the tevinter shield for the view from back, but it could be any shield.)

Edit: If the shield is linked or not is not relevant. The CoA doesn´t show up on any shield used as an actor.

Modifié par Yara Cousland, 05 septembre 2011 - 07:33 .


#10
Lord Methrid

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This is just a theory, but what happens when you have the shield equipped and set an "unsheath" animation? Does the coat of arms still appear?

Modifié par Lord Methrid, 05 septembre 2011 - 08:14 .


#11
DahliaLynn

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This really sounds strange. I'll try it and let you know!

#12
Yara C.

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I can confirm now that the usage of a stage has no influence.
Same negative result in the Single Player module. :(
Tried the texture mod again for the SP cutscene - no change.

@Dahlia, if you will have the same finding we can exclude that it is an individual problem.

@Methrid, I will check this. It would not solve the problem but could show us another facette.

Modifié par Yara Cousland, 05 septembre 2011 - 09:07 .


#13
Yara C.

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@Methrid, how I have expected because the shield is equipped : the coat of arms still appears.
The Coa texture is only missing for a shield item as actor.

#14
DahliaLynn

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I can tell you what I tried so far:

Using a module with single player as extended, I inserted the shield (not attached to anything) into an existing cutscene. After exporting the shield itself, I found that the heraldry had indeed disappeared.

I duplicated the shield, and got rid of all restriction settings in it's properties, with no positive results.

My feeling is, since heraldry is a setting, it may have something to do with whether or not someone has it equipped. (Perhaps a script or rule)

The only thing I can suggest (for now) would be to create a new item, and texture, and apply it to the model itself externally (gmax), as opposed to having it as a setting in the item properties. That would definitely work.
I can try more later this week if needed.

Modifié par DahliaLynn, 06 septembre 2011 - 01:39 .


#15
DarthParametric

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You don't need to use a 3D app to retexture it. You can either just manually rename the MMH/PHY files to a unique name and change the MAO name, or use DATool to achieve the same thing (albeit with the limitation of using a name with the exact same number of characters, due to hex editing). Then you'd need to extend the appropriate shield variation GDA to get it to show up in the toolset and create a new/duplicate item that uses your new unique appearance. The custom MAO allows you to specify a custom texture set that won't affect any of the vanilla shields. All you'd need to do would be to overlay the heraldry image over the base shield diffuse.

#16
Yara C.

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Unexpected escalation: from no display of the coat of arms to no display of anything!
I still restore my system at home. :(

@Dahlia, thanks that you have tried it too and confirmed my finding for the Single Player.

@Darth, I considered if I should post in the custom content / general or the cutscene forum. Thanks for dropping in and explaining detailed how to do it.(Off topic: I followed your tutorial in the taller elves thread - great! Very informative even for people who will never travel so far in this direction of the universe.)

I kept this option always in the back of my mind. But I was a bit reluctant to treat a core resource as a custom item and create a pseudo-variation. Seemed to be a bit strange.

Okay, now we know as cutscene designers that it is a another example of 'What you see in the cutscene editor is not what you get' and that the only solution to show the CoA of a shield used as actor in a cutscene is the variation approach which DarthParametric has described.

Modifié par Yara Cousland, 07 septembre 2011 - 12:23 .


#17
Yara C.

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Bah, usually I don´t draw a conclusion prematurely without getting the proof. But my orginal questions had been answered (no individual problem, no solution within the cutscene editor) and I got fairly sidetracked by my pc crash (lessons learned: to backup the external resources in the same frequency like the database, especially if you have worked a lot on them since the last backup).

Well, here is my follow-up after having tested it with a variation:

The CoA of my custom shield with a custom heraldry shows up on an equipped item but not on an item used as actor. (no high range ID) 
Same known behaviour...

Now I see two possible ways:

1. to create a custom shield with a 'baked' heraldry because it doesn´t work with the heraldry overlay set within the toolset
A custom content expert will probably know if and how this would be doable. Me not. So, the next way is a bit nearer for me.

2. to create a custom animation
The use of the draw weapon action guarantees the visibility of the coat of arms and can be combined with every animation.  But for obvious reasons it must be a custom animation.

That´s where I will go on - after I will have finished my still lasting re-animation trials of my old pc or better of my hard disk (still hopeful because it was originally only my graphics card which boiled away...)

Modifié par Yara Cousland, 19 septembre 2011 - 09:44 .