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Stages problem (solved)


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#1
ladyofpayne

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Please can you tell me why stages and ingame image are different?
image.jpgScreenshot20140720210615956.png


#2
luna1124

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I don't know. when I used the dynamic stage (for kisses and hugs anywhere in the game), I had to set it up, add the actors, remove it to make the scenes, then add it back after I finished the scene because all these shadow people were in the way. I don't know what is happening for you, ^^ Is that Teagan?


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#3
sylvanaerie

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I don't know. when I used the dynamic stage (for kisses and hugs anywhere in the game), I had to set it up, add the actors, remove it to make the scenes, then add it back after I finished the scene because all these shadow people were in the way. I don't know what is happening for you, ^^ Is that Teagan?

 Yes, it is  :wub:

I'd love a Teagan mod.  


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#4
Guest_Corvus I_*

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They are like "jump to" locations and not necessary assigned to any creature. Then on the cut-scene which ever creature is supposed to stand in that location, can be jumped there for the scene. The stage may be used in more than just the one cut-scene so it is kind of generic in that respect.

But the game is very forgiving in location if you pay attention to your initial starting point. I do not use stages on my cut-scenes (with only few exceptions like 'In This Location'.). And if a dialogue does not already have a stage assigned I use acl_1p. However you can run into a problem by doing this. In some circumstances the game will not allow you to save or export if you have not linked a cut to every lines that follows your original cut in that thread.

#5
ForgottenWarrior

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What the aspect ratio of your monitor? Maybe thats the problem.

#6
luna1124

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The only cutscene that have a stage in LRS are the kisses and hugs because they can play anywhere. this is the dynamic stage acl_1p (setting the stage to 0,0,0 and putting the actors there out in space (find the stage yellow light way out there in the area space).

 

I accidentally assigned a stage to a cutscene playing at Eamon's estate in Denerim and in-game, the actors were way out in the middle of the area space ~ because the stage was not oriented to the cutscene).

but in the cutscenes that DO use an area, my characters always show up as themselves.

what stage are you using? one from the game or a new one?



#7
ladyofpayne

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What the aspect ratio of your monitor? Maybe thats the problem.

1920* 1080



#8
ladyofpayne

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one from the game or a new one?

New one.



#9
luna1124

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Well, it looks great in-game. I am guessing it is all working, except for showing what your actor looks like. Are there any view options to change in the stage?

 

It just seems like your actor should look normal. But like Corvus said, """They are like "jump to" locations and not necessary assigned to any creature. Then on the cut-scene which ever creature is supposed to stand in that location, can be jumped there for the scene. The stage may be used in more than just the one cut-scene so it is kind of generic in that respect.""



#10
MerAnne

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Well, let me start with the easy stuff.

 

background.  If you wish to do so, you can select the area.  This is done by selecting the stage name, going to the object inspector and selecting the area.  I recommend against this since it is likely to cause all kinds of confusion when you are actually 'in game'.

 

The yellow representations.  If you want those to look like the in-game NPCs, select the NPC whose appearance you want to change.  Go to the object inspector, 'Visualization', 'Source' (only option), and select the utc file that you want.  This will cause the NPC to look the same in game and in the stage.  This will not override the designation in the dlg editor, but more on that later.  You won't be able to use 'your' GW to replace the 'player' character, but you can select any of the .utc in the game.

 

You can also add placeables to the stage if you wish to do so by selecting the .utp extension rather than the utc extension when you are selecting the 'source' file

 

Placement: The owner of the conversation should be at (0,0,0) Anything else will cause the characters to 'jump around'.  If you try to have more than two participants in a conversation using a dynamic stage, there will also be 'jumping around'  This post http://forum.bioware...dynamic-stages/  discusses how to resolve that issue (it isn't pretty, but it is possible).

 

From email, you wanted to talk about setting who is speaking. (read the above link, if it isn't the owner.

1) Select the first line of the conversation, on the Cinematics tab, select the name of your dynamic stage and 'at current location'  Select emotion (if any) and the camera you want to use.

2) Still on the Cinematics tab, you should have a list of 'places' for each character on your stage.  For each of these 'places', select the 'tag' you want associated with that 'place'.  Even if you selected the NPC (or Henchman or whatever) to look like Teagan in the stage, you have to select the tag on the Cinematics tab.  You must do this for every participant in the conversation and whether or not they are required.  If they are not identified as 'required', I don't think they can participate in the conversation.

3) Go to the dialogue tab.  There should be a list of all possible speakers.  Select the tag associated with the speaker.  For a dynamic stage, you must read the link that I previously posted to find out how to keep the 'jumping around' from happening.  It is not fun or pretty so I try to avoid having anyone other than the owner of the dialogue and the player in a conversation.    If you want to see this in action, please download my MerAnne's Dwarves mod and play through the Dwarf Noble Origin.  For the female version of the Surface Dwarf (Jasmine), there are three participants in the conversation if the Aeducan GW orders Gorim to 'tell the surface dwarf not to speak to royalty' (or something like that, been a long time since I wrote it).

 

That is all I know about your questions about stages both here and through pm.  If you have anything else feel free to ask.


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#11
ladyofpayne

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This will cause the NPC to look the same in game and in the stage. 

 

 

 If you wish to do so, you can select the area.  This is done by selecting the stage name, going to the object inspector and selecting the area.  I recommend against this since it is likely to cause all kinds of confusion when you are actually 'in game'.

Thank you. But one question - 100% this won't cause problems?



#12
ladyofpayne

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The owner of the conversation should be at (0,0,0) 

I don't understand owner must be there in stages? Because in game it won't be possible.



#13
MerAnne

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No problem selecting the appearance in the stage, the dlg file WILL override.  If in the stage you identify the NPC as Duncan and in the dlg file you identify the NPC as Alistair - Alistair will be the NPC in the conversation.

 

100% likely to cause confusion to select the area for a dynamic stage.  In the dlg file you are saying 'at this location' which is wherever the GW is standing when the event occurs.  In the stage you are selecting an area file.  Will one overwrite the other so that 'at this location' appears to be at the location you selected in the dynamic stage?  I have no idea; you will have to test to determine what happens


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#14
MerAnne

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0,0,0 on the stage, that is considered 'at this location'  If you have the owner of the conversation at any other location it will cause the participants to 'jump around'.  The owner of the dlg (selected on the Cinematics tab)

 

Gotta go to work, anything else I will have to respond to this evening.


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#15
ladyofpayne

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Thank you - it works!


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#16
ladyofpayne

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But one more problem - I need in dialogue character make gestures like mh.dg_armcr_tw_2, mh.dg_armcr_tw_4 but I see no option to add them.



#17
luna1124

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Is the information here?


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#18
ladyofpayne

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Thank you!


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#19
luna1124

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Can I ask what are you working on? something with Teagan in it??? :wub:


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#20
MerAnne

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In response to a private message on animations:

 

The link below is for excel spreadsheets done by Beerfish.  http://social.biowar...oject/30/#files  Unfortunately, the way I select an animation is to try out anything that looks like it might be what I'm looking for until I find one that I like.  If an animation runs too long, there is a checkbox  to allow it to extend past the end of the voiceover (use animation duration) or you can 'speed up' the animation by modifying the speed.  Both of these are on the animation tab on the dialogue.

 

I don't know of a tutorial, I learned what I think I know through trial and error!


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#21
luna1124

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You can also "split" an animation and "delete" the parts you don't want. It will show up as an off-set.

I make a "test" cutscene with a couple of actors and try animations out on them.


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#22
ladyofpayne

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You can also "split" an animation and "delete" the parts you don't want. It will show up as an off-set.

I make a "test" cutscene with a couple of actors and try animations out on them.

I know how it works in cutscene edtitor. But I need to do the same in conversation.



#23
luna1124

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oh, does it have to be the whole animation for the conversation, or can you specify the off-set for it? Some of the animations have a shorter version.


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#24
ladyofpayne

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I am trying to use 

mh_m.p - standing still

May be there is anouther option?



#25
luna1124

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Are all the animations available for conversations like they are for cutscenes?