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Removing Fade to black between consecutive cutscenes via script. Is it possible?


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#1
DahliaLynn

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I just posted a thread in the cutscene forum, but thought perhaps an answer lies in a script.

"Does anyone know how to remove the inherent circular Fade to black /
Fade-in  that occurs when you connect two or more cutscenes (using a
replaced end-script) in the game? I'd like the cutscenes to play without
fades in between, and act more like a clean cut."

It seems the fade to black effect is inherent when switching between cutscenes. Is there a way to force an override via script?

Edit: Is there a "preload" function I could add to a script if I wish to preload a cutscene (using the same area) as another plays?

Modifié par DahliaLynn, 01 septembre 2012 - 09:34 .


#2
Karma

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If you set the original script to trigger the cutscenes like...
___________________________________________________________

CS_LoadCutscene(R"cutscene1.cut");
PlayCutscene();
CS_LoadCutscene(R"cutscene2.cut");
PlayCutscene();
___________________________________________________________

...they will play one after the other quickly in succession (without the load screen). I only gave it a quick test to see if it would actually work, so you'll want to test it more to see how *well* it works.

#3
DahliaLynn

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Thanks for that. I tried it, but I still get the same short load times in between.
I tried condensing the scenes by adding the bik-based scenes to the beginning of each scene ending with the live portion, and having the next scene begin with a bik in order to limit the amount of "seams" with potential load fade outs and fade ins, but they are still visible wherever there's a cut to a new scene.

To clarify, I have 5 scenes. 1st live, 2nd bik, 3rd live, 4th bik, and 5th live. I've managed to condense those into 3 scenes by including the biks within scene beginnings, but need to be rid of the between scene fade outs.

I'm still hoping there's a way to preload a scene as another plays.

Modifié par DahliaLynn, 02 septembre 2012 - 02:34 .


#4
Karma

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Maybe it depends on the speed of the computer and the length of the preceeding cutscene then? When I tried it again this morning, I saw the black screen for only a fraction of a second. I suppose the length of the loading time would have to be less than the length of the play time for the previous cutscene.

There is a LoadCutscene() function that allows you to delay the start of the cutscene, but I can't get it to work. It keeps spitting out a different error whenever I try to compile it.

Modifié par satans_karma, 02 septembre 2012 - 04:11 .