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Conversation - toolset wiki - slideshow and camera.


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#1
Firky

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Hi all,

Thanks to everyone who has contributed to the toolset wiki. It's really straightforward. I've been enjoying mucking around with the conversation editor for, like, 18 months and figured it was time to actually turn what I have into a mini playable module. Thanks to the wiki I've got the basics, like rooms, waypoints etc.

Two questions, though. And likely more, unless I throw my hands up and shelve it again.

One.

Under the Slideshow subheading here http://social.biowar...hp/Conversation I understand everything (except possibly how to run the script, haven't got there yet) except how to import a file, of the correct format, into where I can access it via the slideshow tab.

Can anyone run me through this in very noob friendly steps?

Two.

On the Stage page here http://social.biowar...index.php/StageI I understand up to here,

"The user then adjusts the following setting on the stage:
Select a position for the player (default is node #1)"

I'm sure it's straightforward, but can someone please rephrase/explain that for me? I haven't had any luck and, this is going to sound insane, my first conversation is with a pride demon who is massive and the default face to face camera aint so useful.


(PS. It aint the toolset wiki's fault. I'm just learning. Very slowly.)

#2
pbpb46

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can you tell me if DA2 as more add on or new scenarios cumming soon it is such a good game.pbpb46

#3
Firky

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Well. It's a bite and I'm desperate. :D

Hi pbpb46. Have you played Legacy and Mark of the Assassin? http://dragonage.bioware.com/addon/ They're probably 4-5 hours long of extra content. After that, no-one is sure what is coming next, if anything. Most speculation is going on in the DAII General Discussion forum. http://social.biowar...egory/315/index

#4
Sunjammer

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Slideshows
  • Save/convert your images to in an appropriate format (DDS, TGA or TPC (whatever that is)) and place them in you module's core\\data or core\\textures\\high\\ folder. These may not be the only folders that works, or even the most appropriate, but it was the first ones I found. The images did show up in the toolset when I placed in other folders but did not show up in game.
  • The Single Player Campaign slides are located in the GUI.erf which is in your [Program Files]\\Dragon Age\\packages\\core\\data\\ folder. The all start with an "ss_" prefix and are 1920px x 1200px in size. However you can use images with different dimensions and they will be stretched/scaled accordingly.
  • Create a conversation where only the NPC (red) nodes are populated. The text you place in a red node is the text that appears on the slide. You can include comment (green) nodes but the player (blue) nodes must be empty (i.e. have the [CONTINUE] or [END DIALOGUE] token). If you place text in a blue node the slide show will stop at that point in game and there does not appear to be a way past it (Space did do anything when I tested it).
  • For each red node select the Slide Show tab, click on the Texture ellipsis (...) button and select an image. Note, if you created the images while your module was open, you may have to reopen your module before the images will be appear in the Resource Open/Save window. Once an image has been included in the conversation its added to the Texture drop down list which makes reusing it on subsequent nodes a little faster.
  • Optionally, if you want to control the location of the slide's text you can create an m2da snippet for the epilogue_text_positions 2da otherwise it seems that it is always positioned towards the bottom and centre of the slide.
Stages

It isn't very clear but I believe it means setting the tag of the first Places node which should be "place1" to be "player".

I don't believe the tag has any significance other than making your life easier when come to setting up the cameras and when you come to assigning places in the conversation conversation editor. However the standard tags I would suggest are owner, player, hench1, hench2, hench3 and (for a Single Player compatible module) you probably want to add dog. You can then add custom ones for any additional NPCs you might have.

Modifié par Sunjammer, 18 février 2012 - 01:44 .


#5
Firky

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Hi. That's very useful. Thanks for taking the time to test it.

I had a quick try. The location was correct. I tried TGA but that crashed the toolset on selecting it from the window, consistently. DDS seemed to work and I could preview it, but then I couldn't export the conversation file for some reason. When I tested the module, it was the conversation without the added lines with slides etc.

Don't do anything else. I'll have another try in a few days. (Became unwell suddenly and need to go back to bed - but wanted to say thanks. Stupid. I didn't post this topic until I had time to work on it, too.) I'm probably just doing something simple and daft in the exporting process. I'll be back when I've had a proper try.

Thanks again.

Modifié par Firky, 18 février 2012 - 09:35 .


#6
Sunjammer

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If you start a slide show conversation normally, for example by assigning it to a creature and then clicking on the creature in game it will appear as a normal conversation. It is only when you start the conversation with a script using the BeginSlideshow function that the slides will be displayed.

Modifié par Sunjammer, 18 février 2012 - 11:16 .


#7
Firky

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OK. Thanks for help. Again.

So, just checking, if the conversation file is self.utc what exactly does the script look like?

Still having issues, but I still don't get if it's that or that I'm exporting it incorrectly.

But I'll start from scratch in a test module and try that, too.

(Stupidly, I have actually done this before, with success, but I can't replicate it. I'm just doing something silly.)

#8
Sunjammer

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How/when are you wanting to trigger the slide show? Is it at the end of a normal conversation (like the Single Player campaign); when the Player clicks on an object like a door or statue; when the Player reaches a certain point in an area; etc.?

#9
Firky

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Ideally I was trying to trigger them during dialogue with an NPC, at various places, multiple slides in one conversation. Based on my shuffling through the SP campaign, it seemed like it should be possible - but in previous tests I was just trying a slide at a time, tied to NPC - that was ages ago. I've totally forgotten how I did it. Frustrating.

Do you think popping slides into the conversation (up to 3-4 times in 5 conversations) sounds possible?

I could trigger slides from various objects if I had to, but I'd prefer during the actual dialogue. (The mod's style isn't in keeping with Origins, really. It's more influenced by a visual novel sort of setting. I recall Fergus' Carrion Birds add-on having lots of slides, and I think there were multiple slides at the end of conversation. Like that, but throughout.)

#10
Sunjammer

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Because of the way a slide show conversation must be started I don't see it being possible to mix them in one .dlg resource. I haven't tested it however it should be easy enough to jump back and forth between two conversations (or possibly through a series of conversations) so that it alternates between normal and slide show conversation lines but appearing to be one seemless conversation to the Player.

It is probably also possible to do fake it in one conversation by converting the lines that are to show the slides into cutscene lines and displaying the images that way as visual effect or bik movies.

#11
Firky

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Hmm. Those are good ideas. I'll reflect on it. Thanks.