Aller au contenu

Photo

Modifying Single-Player Cutscenes


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Apocca

Apocca
  • Members
  • 29 messages
Just picked up the toolset, wanting to try and edit some cutscenes through the singleplayer campaign, but hit a brick wall. I made a new module that depends on SP, duplicated the scene i wished to edit with a new name, and re-created it as i saw fit. However, it is not a "replacement", so obviously does not play in-game. The script that leads to the cutscene needs to be edited im guessing, but it is read-only and can therefore not be changed. Oddly enough, the wiki didn't help with the issue.

In short: How do i make single-player run my edited duplicate of the scene, instead of vanilla version?

I don't have to duplicate the entire campaign, do i? :blush: Can't i just export the cutscene somehow and name it as the original, overriding it in-game?

Help would be appreciated!

Modifié par Apocca, 13 décembre 2009 - 07:19 .


#2
FergusM

FergusM
  • Members
  • 460 messages
It is possible to directly edit the single player module and edit the cutscene files (or whatever else). Exporting these will result in in-game changes. Of course, this does overwrite the original files and hence isn't reversible without reinstalling the game. I have not figured out how to do this in a separate module yet.

#3
Apocca

Apocca
  • Members
  • 29 messages
How do you do that? When you directly edit the main files, what does it export? As long as you can back up the original files, it doesn't bother me much that i need to overwrite anything.

Edit: Nevermind, i figured it out. New module really isn't necessary when you have the nice little override folder anyway.

Modifié par Apocca, 13 décembre 2009 - 09:23 .


#4
Dristig

Dristig
  • Members
  • 1 messages
Tell us? I am interested in writing cut scenes as overrides. Is that what you did?

#5
Lady Olivia

Lady Olivia
  • Members
  • 374 messages
To edit something from the original campaign you have to check it out (right click on the resource -> check out). Or, you can duplicate the resource (right click -> duplicate) and edit it under a new name. This is what I did with cutscenes: duplicate the one I wish to edit, then modify the dialog that calls it so that it uses my cutscene instead of the original. Either way, to see the modified stuff in the game or distribute it, you need to export it (right click -> export [without dependencies]). Exported files will appear in the local override folders. If you checked something out and you're unhappy with it, you can right click -> undo check out, which will nullify all your editing, so careful. That's about it...

#6
EJ42

EJ42
  • Members
  • 723 messages
Whenever I have done this, I just made my own copy of the original cutscene to keep the original intact.  Then, I make my changes to my version.  After I'm satisfied, I export from the toolset.  Then comes the slightly tricky part.

You have to open the *.cut and *.cub files that were exported from your modified cutscene in the toolset.  When you do this, you have to search through the tree structure in the files to change the filename references to match the names of the original in-game cutscene.  Then, you can rename the files to match the names of the ones from the original cutscenes.

Once I have done this, I usually will put some sort of modifier in front of the filename, like (versionwhatever)filename.cut

Then, I can just keep all of these files in my override folder, and they don't do anything until I copy them over to match the original filename.

For example:

If a cutscene is named "morrigan_kicks_puppy," then you would have the following files:  morrigan_kicks_puppy.cut and morrigan_kicks_puppy.cub

When you make your modified version(s), you would have my_morrigan_kicks_puppy.cub/cut.  You need to open those files to change internal references from "my_morrigan_kicks_puppy" to "morrigan_kicks_puppy" so they will work as an override.  Then, you can make several versions.  Ultimately, your override folder could look like this:

(extended)morrigan_kicks_puppy.cub
(extended)morrigan_kicks_puppy.cut
(different angles)morrigan_kicks_puppy.cub
(different angles)morrigan_kicks_puppy.cut
(puppybite)morrigan_kicks_puppy.cub
(puppybite)morrigan_kicks_puppy.cut

Then, you can just copy over the cub and cut file that you want to play, for that gaming session, to "morrigan_kicks_puppy..." without the stuff in parentheses, and it will play in the game.

Note that I have no evidence that Morrigan ever does kick a puppy in a cutscene, but those filenames are just theoretical examples.

#7
RavitalDaniel

RavitalDaniel
  • Members
  • 14 messages
Lady Olivia how do you change the call in the original dialog to call the new cut scene? I have the file checked out but the cut scene is grayed out.

#8
Lady Olivia

Lady Olivia
  • Members
  • 374 messages
Select the line; go to "Edit->Dissociate cutscene from line"; then (with the same line selected) go to "Edit->Associate cutscene with line" and you'll get to pick your new cutscene.



The cutscene needs to have a "Speak line" action (it may be a blank action for any of the actors, but if it's not there, the toolset won't allow association).

#9
RavitalDaniel

RavitalDaniel
  • Members
  • 14 messages
Thanks! that was driving me up the wall :)

#10
tamarka1105

tamarka1105
  • Members
  • 6 messages
SOMEBODY HELP ME PLEASE! I WANT MAKE A CUTSCENE BUT I CANT FIND MYSELF, MY PLAYER SO I CANT ADD MY PLAYER TO CUTSCENE...

#11
Beerfish

Beerfish
  • Members
  • 23 825 messages
Tamarka you need to make a "dummy" character to add to the cutscene for the player. In the characters "Mapping Tag" in its properties Mapping required should = TRUE and Mapping tag should = PLAYER

The dummy character can look like anything in the cutscene. In the game cutscene it should substitute the player for that dummy character.

Modifié par Beerfish, 21 janvier 2011 - 04:39 .


#12
tamarka1105

tamarka1105
  • Members
  • 6 messages
so. i must select character, select some person for example "player_human_mystic_female" and renamed like a dummy character for example ant than change Mapping required should = TRUE and Mapping tag should = PLAYER??? its true?thats all? I appologize but i don speak so good english im from Slovakia :-P


#13
Beerfish

Beerfish
  • Members
  • 23 825 messages
You can just create a new creature by right clicking in the palette window on creatures and select 'New'. You can name the creature whatever you wish "Dummy_player" or anything like that. Then set the mapping out as I mentioned above. Just plop this Dummy_player down where you would want the player to be and treat it as if it was your player. It will look like the dummy in the cutscene creator but in game it should be your player character.

#14
tamarka1105

tamarka1105
  • Members
  • 6 messages
ok..i understand...Thanks for your help you are very kind...