Aller au contenu

Photo

Newbie Q Re Cutscenes vs Stages


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
Bethgael

Bethgael
  • Members
  • 959 messages
Heya, I am currently ploughing my way through the wikis/tutes/forums re the Toolset, but after a week or so of filling my brain with stuff it doesn't seem to be able to handle, I'm having trouble nutting out the answer to what I thought was a fairly basic question (one with probably a very obvious answer). The tutes are generally good: I feel like I could make a mod from scratch (time permitting) but the simpler stuff feels beyond me. I'd just like to add a fairly simple interaction between two chars at a particular point in the game.

Let's pretend I'm just framming stupid. It'd be a good start. :crying:

I have noticed, in-game, that in some "cutscenes", a morphed character will not stay morphed while in others they will. An example would be that the in-game cutscene at Denerim where Howe/Loghain hire Zevran, Zev will be the game default, while in DahliaLynn's beautiful Alistair's First Night, in-game kisses, etc., the chars will be true to the in-game chars, morphed or not.

What, please, in words of one syllable, is the basic difference between the two. I get that the first is a "pure cutscene" but how is the second different from the first? How would I make sure that a "cutscene" (probably the wrong term?) stays true to how the in-game chars/followers/etc. look?

Or perhaps I should just go back to making medieval meshes for my Sims 2 game. Heh.... :unsure:

Modifié par Bethgael, 26 avril 2012 - 04:58 .


#2
Yara C.

Yara C.
  • Members
  • 240 messages
Hi,
there are indeed 2 different types of cutscenes or better cutscene file types in  use:
*.bik (bink movies) and *.cut
You will find the bik files in  a subfolder of your DAO installation path. The bik format is used for scenes where the actors are not variable. (your mentioned example, army marches etc.) A compressed file format, created with a Third-Party tool. Can be replaced by another bik but can´t be edited in the toolset.

The *.cut format is in use for scenes where the actors must be mapped to the selected henchmen and player. If you will have look at a cutscene in the SP it will become much clearer how it works. The mapping tag of an actor often points to "player",  "owner", "henchman1" etc.

So, mapping to placeholders is the answer to the question.

Posted Image

The toolset can be challenging in the beginning but do not care too much about the early hurdles. You will ride the the beast too. Just ask here in the forums ;)

Modifié par Yara Cousland, 26 avril 2012 - 07:33 .


#3
Bethgael

Bethgael
  • Members
  • 959 messages
Ah! I was getting stymied by references to cutscenes without a differentiation between the types.

See, that was remarkably clear, to the point, and easy to understand. Thank you. :)

Now I know exactly where to start looking to compare. Appreciated.

(and yes, I reckon I'll be back with more daft questions).

(Just quickly, to make sure I have it right before I start--if the .cut is always going to be with Alistair or Teagan or Charlie Fanakapan, and it is the player/other henchmen that are the variables, then I'd make Alistair or Teagan or Charlie the "OWNER", yes?)

Modifié par Bethgael, 26 avril 2012 - 10:38 .


#4
Yara C.

Yara C.
  • Members
  • 240 messages
Quickly as well, 'owner' is a rather general placeholder. It can be attributed to a specific character or not. (i.e see the wiki on the conversation editor). A dialogue or single line can be assign to a character (speaker tag / listener tag), but not necessarily.
A 'henchman' is a party member. I.e. In the SP Alistair can be a 'henchman', but not Teagan. (Of course he, Charlie and Pu can be  a henchman if modded). But both can be 'owner'.

Dog is not a 'henchman', it has an extra slot.

Modifié par Yara Cousland, 26 avril 2012 - 11:15 .


#5
Bethgael

Bethgael
  • Members
  • 959 messages
Okay. Well, that makes it even easier. Thanks for the link, I'll have a look. :~)