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General Cutscene questions


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#1
Ashmaran

Ashmaran
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I've had success with the tool so far, but I've run into a few things I don't understand or couldn't find information on.  If anyone has experience with these it'd help.

How does Mapping work for party members?

I got the PLAYER mapping working fine, but can't find any information on how to get followers in a cutscene. Is there just some basic follower mapping that grabs whoever is with you? Can you specify particular characters? I couldn't find any blueprints for the followers in the toolset.

Dynamic cutscenes possible?

Can you set up scenes that can occur in any area? I guess the main use would be some interesting follower interactions from custom dialogue (or custom followers), any random events can just be set up for the area that they can randomly occur in.

Modifié par Ashmaran, 08 décembre 2009 - 02:06 .


#2
Lord Thing

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I'm not entirely sure on the mapping for party members in cutscenes, but for the Party Picker stage (it's an area, \\_Global\\char_stage) they simply use the labels given in PartyPicker.xls, at least as far as I can tell, so you should be able to use those in cutscenes too.

As for dynamic cutscenes, for those you would likely want to use stages and conversation animations. Set up a stage with the camera positions and character positions you want, then set a conversation with the stage, under the cinematics tab on the "root" node, to the stage you created, the check the "at current location" checkbox to make the stage move to wherever the conversation was started.

To then get animations in the dialogue you will need to go into the animations tab for each line and set them up in their. The animations in dialogues are a lot less powerful though, and a lot less visual, you will likely want to set up the animations in the cutscene editor first (with the dialogue animation constraints in mind) then set them up in the conversation editor

You can also switch between dialogue and a cutscene too, but I haven't played around with that yet.

Of course this is all assuming there isn't a simpler way inside the cutscene that I just haven't found yet :P

#3
Ashmaran

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Thanks for the reply, I'm going to give that a look. I think it would be great to interact more with the party as you travel, rather than just at camp and when they choose to speak up.

EDIT: I dug through some of the campaign files and question one has been answered!

The following tags work with mapping:

PLAYER  : Substitutes the player
OWNER  : Substitutes whoever the owner of the conversation is (so it appears, haven't tried yet)
HENCHMAN 1  : Substitutes the first follower in your party
HENCHMAN 2  : Substitutes the second follower in your party
HENCHMAN 3  : Substitutes the third follower in your party
HENCH:followertag  : Substitues the specified follower, but they only appear if they are in the area (so generally they have to be in your party, unless you find a way to spawn them in)

The formatting for the last one uses the tags from the PartyPicker.xls, so for example:
HENCH:gen00fl_alistair

I haven't investigated the stage/conversation settings yet, but it looks like it should be easy enough to make your own cutscenes with party members in general, and straight from conversations.

Modifié par Ashmaran, 08 décembre 2009 - 06:34 .