Aller au contenu

Photo

adding a clip in the middle of game


  • Veuillez vous connecter pour répondre
27 réponses à ce sujet

#1
psiiijay

psiiijay
  • Members
  • 258 messages

I know it's possible to add clips to the game in campaign transition points but Is it possible to add a clip (from an outside source like a .mov or .avi file or something, not a a cutscene) to a script? I wanna add lets say final fantasy summon clips to a spell script.. Possible in any way?



#2
kamal_

kamal_
  • Members
  • 5 240 messages

No. You can't play avis or movs or anything like that. .bic (the nwn2 movie format) can only be played at the module end (and possibly beginning). Your only hope would be via a vfx and the billboard vfx type, which can have textures applied. Theoretically, if you could use gif, you might be able to play some animated gif as your texture, but I really doubt it. Maybe you could get really fancy and spawn in multiple vfx for fractions of a second to make a "stop motion picture"



#3
psiiijay

psiiijay
  • Members
  • 258 messages

Damn.. Yeah thats what's I I thought.. 

But gif's are 2d and the game is 3d, how does this work? It's easy i guess getting a summon gif. even split it into parts (why 1 sec? I guess the game could hold a longer gif)  but how would it be visible in all directions in 3d?



#4
psiiijay

psiiijay
  • Members
  • 258 messages

Oh - and how do you convert the gif into a vfx? :lol:



#5
kamal_

kamal_
  • Members
  • 5 240 messages

I'm not sure you can assign a gif as a texture file for a 2d billboard vfx, but billboard vfx have an orient to camera option, so the billboard is always facing the camera. If you want an image that is not animated itself , but move the image ingame (left to right for instance), that's easy enough and something I showed in my vfx tutorial on the vault.



#6
Tchos

Tchos
  • Members
  • 5 042 messages

We were discussing details of this before, and I think it had a link to a tutorial on animated textures.

 

Here it is.  I was able to find it because I remembered Kamal saying "peanut butter jelly time", so I could search for it easily.



#7
psiiijay

psiiijay
  • Members
  • 258 messages

what do you mean move the image ingame? as in put in 100 gifs to create a stop motion picture of a clip? thats 100 vfx's right?

btw- why won't it be able to play the gifs? its the same file and you say I can use that type in the vfx right?



#8
psiiijay

psiiijay
  • Members
  • 258 messages

Hey Tchos, just saw your post, hehe, checking it now!



#9
psiiijay

psiiijay
  • Members
  • 258 messages

Just check it - it all refers to the old vault that is long gone by now :(

and I see the gif's themselves are not the files that are used if I get this correctly.. 

What do you say kamal?



#10
psiiijay

psiiijay
  • Members
  • 258 messages

Wait - tchos - did you use this and added gif like animations to the vfx's in the game??



#11
kamal_

kamal_
  • Members
  • 5 240 messages

Just check it - it all refers to the old vault that is long gone by now :(

and I see the gif's themselves are not the files that are used if I get this correctly.. 

What do you say kamal?

I say check his link again, as the links in it refer to new vault :P



#12
Tchos

Tchos
  • Members
  • 5 042 messages

Wait - tchos - did you use this and added gif like animations to the vfx's in the game??

 

It's something I was thinking of trying, but I haven't had the time.



#13
psiiijay

psiiijay
  • Members
  • 258 messages

techos did you get how it's done? for some reason the new site won't open as well (I hope it's a temporary deal)..



#14
Tchos

Tchos
  • Members
  • 5 042 messages

Just "Tchos", please.  And yes, I thought the explanation in the tutorial was clear.  The links work for me, but if the .org domain isn't working for you, you can try the same link at the .net domain:

http://neverwinterva...d-textures-nwn2



#15
psiiijay

psiiijay
  • Members
  • 258 messages

Hehe sorry :)

well it opens and I'm going to try it out, but I don't get if I can use a "running" gif (stop motion gif) when I convert to tga.. 



#16
Tchos

Tchos
  • Members
  • 5 042 messages

Not without following the directions and placing the movement frames in a film strip fashion as it describes.



#17
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi,

I wanted to do something similar to this at one point, and did wonder if using a dedicated XML might work. Then again, I also wondered if we already had the tools we needed. It would require the module to be written in the "campaign" format, even for a single module, as the idea is to exploit the "multiple module" approach (each module can have its own movie), as the single module jumped a player to a "movie module" (and back again) as required.

Because we know we can have a movie play at the "start" of a new module, I wondered if it was possible to make a separate module for each movie you wanted to add and then simply call the LoadNewModule or StartNewModule (subject to requirements), whereupon, at the end of the movie, the player is jumped straight back to the original module when they "enter" the first area of the "movie module".

Hopefully, that makes sense. I may give that a test in a short while to see if it works practically. EDIT: Perhaps I had better not, as I need to focus on finishing my own mod first, but if anybody else tries this approach, do let me know if it works. ;)

EDIT: Bear in mind that returning to the original module would require some checks to avoid some variable setup issues for "first time" entry. Also, I guess if this approach worked, you would even need to be sure that the very first "movie" for the module was built within its own separate module so that it did not start every time you returned to the original module form a "movie module". Anyway, testing this idea is the best way to see what problems this may bring.

Cheers,
Lance.
  • Tchos aime ceci

#18
psiiijay

psiiijay
  • Members
  • 258 messages

Impossible. Well it depends on what you're trying to achieve but if you did this in the middle of a battle there is no way you could get back to the same point you were accurately and the monsters as well.. You would lose all information this way. It could only work if the reason for the clip is actually to move the party somewhere - then you can do this just fine.. 



#19
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

Impossible. Well it depends on what you're trying to achieve but if you did this in the middle of a battle there is no way you could get back to the same point you were accurately and the monsters as well.. You would lose all information this way. It could only work if the reason for the clip is actually to move the party somewhere - then you can do this just fine..


Hi,

I'm not sure I understand you here ... At least, I understand what you write, but I don't understand why you would be trying to show a "movie" in the middle of a battle or combat, where a cutscene would serve much better. Furthermore, the function, "LoadNewModule", does save the "old module" state, which would imply when you return, everything was as you left it.

So, I think unless this is tested, I still do not see any reason why it should not be a good workaround for "movies", which tend to be at critical points, and a good scripter would accommodate any returns to a module after viewing a "movie" anyway.

Still worth trying I reckon.

Cheers
Lance.

#20
Tchos

Tchos
  • Members
  • 5 042 messages

I think it's a brilliant workaround which should work.



#21
andysks

andysks
  • Members
  • 1 645 messages

I think so too, from the sound of it.

 

But I don't get what would happen if you load a new module in the middle of a battle just to show a movie an then come back. In my head, the trick would work nice for better cutscenes if there is need, but not in the middle of combat. That is because I don't know exactly what "LoadNewModule" does. Is it causing loading times and all? I guess it does...



#22
Tchos

Tchos
  • Members
  • 5 042 messages

It would definitely cause loading times, which is a major disadvantage, but at least it can be done.  I wouldn't be concerned with the practicality of doing it in the middle of a fight, since as Lance says you're usually not going to want to do that.



#23
psiiijay

psiiijay
  • Members
  • 258 messages

I wrote that because the actual reason I started this thread was that I wanted to create Final Fantasy type summons that has a clip and then like a huge explosion that does damage or a summon where you have a summoning clip and then you go into battle and the creature you summoned appears - I know you could create a lot of cutscenes and have a lot of clips with lances idea, I knew that before as it was used in several modules including Baldurs Gate Reloaded where you have all original game clips in the beginning and middle of game and such if I recall correctly. 

I don't believe that the game saves all creatures locations when loading up new module so even if I use a script that loads the old module back and put the PC in the same location where he was last in - the other PC's would just randomly gather around him and about the monsters I'm not really sure.. But maybe it is worth a try, if it was never used before, just to see what happens :)



#24
Tchos

Tchos
  • Members
  • 5 042 messages

I was so interested in the dedicated movie module idea for other purposes, I had forgotten why you had originally posed the question.  I don't think that solution would be useful for the purpose of Final Fantasy-style cutscenes for major spellcasting.  Now, people have recreated Baldur's Gate and Icewind Dale in NWN2, so maybe if someone also managed to recreate Planescape: Torment in NWN2 they might figure out a way to do the spellcasting movies, because PS:T used Final Fantasy-style movies for major spells, too.



#25
psiiijay

psiiijay
  • Members
  • 258 messages

Well I actually did something like that in nwn1 as a test - A cutscene where the cutscene is a spell - Thing is that it's tons of work if you want to change scenery and such for the spell so it looks like a FF summon.. An easy(er) thing would be to just create a cutscene of something like a blackened screen, a dragon flying into the screen, breaths fire and leaves - That's what I did in nwn1 - It's now gonna be possible soon with 4760's awesome nwn1 dragons add on that has all nwn1 dragons animations..