Working on a short machinima atm.
Wondering what's the best way to play and output this into a viewable video (like the binked ones sometimes used ingame).
Cutscene to video?
Débuté par
Cromalic
, déc. 14 2009 03:13
#1
Posté 14 décembre 2009 - 03:13
#2
Posté 14 décembre 2009 - 04:35
Somewhere in the wiki it talks about using a command line command that BioWare used to record cutscenes without having to use an external program. I didn't quite understand the instructions and could not get it to work but you might have better luck. I did some recording with 'Fraps' but it was not always super smooth.
#3
Posté 14 décembre 2009 - 08:52
If anyone figures out how to do it, i'd like to know aswell.
#4
Posté 14 décembre 2009 - 09:08
Aye, I was wondering this as well. I'm currently using windows media encoder to create my video tutorials, and that seems to be pretty lag free recording the toolset, but I haven't yet tried it on cutscenes and gameplay so I'm not sure how that will run.
#5
Posté 15 décembre 2009 - 09:45
FRAPS works well with DAO. Got a full 60fps @ 1080p.
#6
Posté 15 décembre 2009 - 11:11
Problem with recording ingame is that if you're doing full-scale battles with a lot of npc's you won't have 60 fps, but more like 10.
That's why it would be extremely nice to know how the function Bioware has implemented works, where you output each frame into a video file. Help please?
That's why it would be extremely nice to know how the function Bioware has implemented works, where you output each frame into a video file. Help please?
#7
Posté 15 décembre 2009 - 02:48
#8
Posté 15 décembre 2009 - 03:58
Nice, thanks! I'll try it out soon.
Also, if anyone get it working, please let us know.
Also, if anyone get it working, please let us know.
#9
Posté 15 décembre 2009 - 04:18
Yup, if anyone gets it going a more detailed tutorial would be good as I gave it a whirl and failed.
#10
Posté 16 décembre 2009 - 10:38
When i run the cutscene through the command lines, all the cameras are messed up, and no animations are being run. Is the cub and cut file in the override folder not enough to run it?
#11
Posté 22 décembre 2009 - 08:30
I got it to work with the following batch file
Note that contrary to the wiki, I had to chose daorigins.exe as .exe file. The -autologin uses the module ID, not its name. Takes quite a lot of time to run and outputs 5MB pictures for each frame.
I use VirtialDub to output it to an .avi.
Open the first frame in the [My Documents]\\\\BiowareDragonAge\\\\Logs\\\\[capturemoviename] with 'Open video file...'
VirtualDub complained that as of frame nr 8 the resolution of the images had different size, so I chose frame nr 8 as starting frame. Then set the frame rate to the same as you used in the -fpsoverride parameter and save as .AVI.
Next challenge is to get the sound added...
cd C:\\\\Program Files\\\\Dragon Age\\\\bin_ship\\\\ daorigins.exe -runcutscene=evopener.cut -height=800 –width=1280 -forcehighres -fpsoverride=30 -disablegui -capturemovie=ev_intro -autologin=EV
Note that contrary to the wiki, I had to chose daorigins.exe as .exe file. The -autologin uses the module ID, not its name. Takes quite a lot of time to run and outputs 5MB pictures for each frame.
I use VirtialDub to output it to an .avi.
Open the first frame in the [My Documents]\\\\BiowareDragonAge\\\\Logs\\\\[capturemoviename] with 'Open video file...'
VirtualDub complained that as of frame nr 8 the resolution of the images had different size, so I chose frame nr 8 as starting frame. Then set the frame rate to the same as you used in the -fpsoverride parameter and save as .AVI.
Next challenge is to get the sound added...
Modifié par Zhash, 22 décembre 2009 - 08:31 .
#12
Posté 02 janvier 2010 - 04:59
So wait... you did all that and it only captured the video and not the audio?
Modifié par Traycor, 02 janvier 2010 - 05:00 .
#13
Posté 04 janvier 2010 - 05:19
If you read what was posted, you would see that it only outputs the TGA files (which are individual screenshots of each frame). There is no mention of audio. It's up to you to capture the audio through other means. Perhaps you could play the cutscene, as normal, and capture the audio that way. Then, you can add it through whatever video editor you use.Traycor wrote...
So wait... you did all that and it only captured the video and not the audio?
#14
Posté 05 janvier 2010 - 12:19
EJ42 wrote...
If you read what was posted, you would see that it only outputs the TGA files (which are individual screenshots of each frame). There is no mention of audio. It's up to you to capture the audio through other means. Perhaps you could play the cutscene, as normal, and capture the audio that way. Then, you can add it through whatever video editor you use.Traycor wrote...
So wait... you did all that and it only captured the video and not the audio?
I was making an assumption that if there was a built in function to render out a cut scene, that it would create both an image sequence and an audio file. Seems silly that the toolset wouldn't have a built in means of doing that...
#15
Posté 05 janvier 2010 - 04:25
Not really, if you think about it. There are already very trivial ways of capturing audio in very high quality without having to worry about things like framerate and the game's user interface getting in the way.Traycor wrote...
EJ42 wrote...
If you read what was posted, you would see that it only outputs the TGA files (which are individual screenshots of each frame). There is no mention of audio. It's up to you to capture the audio through other means. Perhaps you could play the cutscene, as normal, and capture the audio that way. Then, you can add it through whatever video editor you use.Traycor wrote...
So wait... you did all that and it only captured the video and not the audio?
I was making an assumption that if there was a built in function to render out a cut scene, that it would create both an image sequence and an audio file. Seems silly that the toolset wouldn't have a built in means of doing that...
You already have more than adequate tools to fire off the cutscene without the
-capturemovieoption enabled, and you can record the audio while the scene plays normally. Ultimately, you were always going to need to edit the movie anyway, so it's no real harm to add the audio track at that point.
Try to keep in mind that Bioware wasn't releasing "Movie Maker Extreme v1.0" here, but that they decided to be nice enough to try to help you out as best as they could given the time they could devote to these options.
Besides, even Pixar doesn't get their audio track from 3DS Max or PRMan. What Bioware has given us is a 3D renderer in command-line form. The audio can be generated separately just like how everyone else does it.
Modifié par EJ42, 05 janvier 2010 - 04:30 .
#16
Posté 05 janvier 2010 - 06:30
EJ42 wrote...
Not really, if you think about it. There are already very trivial ways of capturing audio in very high quality without having to worry about things like framerate and the game's user interface getting in the way.Traycor wrote...
EJ42 wrote...
If you read what was posted, you would see that it only outputs the TGA files (which are individual screenshots of each frame). There is no mention of audio. It's up to you to capture the audio through other means. Perhaps you could play the cutscene, as normal, and capture the audio that way. Then, you can add it through whatever video editor you use.Traycor wrote...
So wait... you did all that and it only captured the video and not the audio?
I was making an assumption that if there was a built in function to render out a cut scene, that it would create both an image sequence and an audio file. Seems silly that the toolset wouldn't have a built in means of doing that...
You already have more than adequate tools to fire off the cutscene without the-capturemovieoption enabled, and you can record the audio while the scene plays normally. Ultimately, you were always going to need to edit the movie anyway, so it's no real harm to add the audio track at that point.
Try to keep in mind that Bioware wasn't releasing "Movie Maker Extreme v1.0" here, but that they decided to be nice enough to try to help you out as best as they could given the time they could devote to these options.
Besides, even Pixar doesn't get their audio track from 3DS Max or PRMan. What Bioware has given us is a 3D renderer in command-line form. The audio can be generated separately just like how everyone else does it.
I do agree with you, but in this case the game makes the audio. Would only seem logical that it would export the audio as well. *shrugs* I have no problem capturing it myself and will likely be enhancing the audio anyway.
#17
Posté 08 janvier 2010 - 07:24
If you're having trouble using the -capturemovie command (say, getting a black screen), try deleting (or moving to backup) all of your DLC files. They're in a directory called addins or something I think. I couldn't get the command to work for me until I did that.
In retrospect, the -disablewarnings paramter might also work for this.
In retrospect, the -disablewarnings paramter might also work for this.
Modifié par FergusM, 08 janvier 2010 - 07:27 .
#18
Posté 24 janvier 2010 - 06:01
Hello. I'm beginner from Poland. I've read something about cutscene capture on the DA Builder Wiki's site, but a instruction from there it's not accurate enough. Maybe excist a simplier way to do this? Or more accurate instruction for cutscene capture with VirtualDub?
I know two abilities to cutscene capture:
- with VirtualDub
- ingame capture with Fraps
And I have one more question (maybe it'll help me): where should I write this:
@ECHO OFF
SET INPUT=da_cins.txt
for /f "tokens=1 delims=" %%a in (%INPUT%) do (
virtualdub /s preview_cin.vcf /p ..\\%%a\\00000.tga ..\\preview\\%%a.avi /r /x
)
echo COMPLETE
pause
?
I know two abilities to cutscene capture:
- with VirtualDub
- ingame capture with Fraps
And I have one more question (maybe it'll help me): where should I write this:
@ECHO OFF
SET INPUT=da_cins.txt
for /f "tokens=1 delims=" %%a in (%INPUT%) do (
virtualdub /s preview_cin.vcf /p ..\\%%a\\00000.tga ..\\preview\\%%a.avi /r /x
)
echo COMPLETE
pause
?





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