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2 problems adding a stage to a conversation...


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16 réponses à ce sujet

#1
Rolenka

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It's a conversation with a placeable that has been added to the single player campaign.

1) When I added the stage, the player's dialogue options no longer show up immediately. You have to hit escape to make them appear.

2) The camera always shows up at 0,0,0 when I try to run the conversation in the game.

In the convo I've got "At Current Location" checked at the root. On each [OWNER] line, I've got the camera specified to the camera I set. EDIT: I also tried it without specifying a camera. If I do it without "At Current Location," the dialogue actually teleports the player to 0,0,0.

In the stage I've got the area set to the area where the dialogue takes place, and the position set to the position of the placeable. EDIT: I also tried it having cleared this data -- no area, position 0,0,0. No change.

I read this thread, which was a person with exactly the same problem but in a different area, and it was resolved, but I still can't figure out the solution.

If you look at the bottom of this page on the builder wiki, it says to do a dynamic stage, but doesn't elaborate. The previous thread seemed to mention additional challenges when using a placeable in dialogue.

Modifié par Rolenka, 22 février 2010 - 03:00 .


#2
Eshme

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Oh might post an update to this but its difficult to explain



You create a new Stage, but you give it the Tag of an existing Stage in the Area. You also set Area to the Area it should be put in. And now the new stage inherits the position of the existing Stage. You need to close and reopen the stage and it will show. This is a static stage now, dont need to set at current location.

Best you pick a stage which is close to where you want your new one to be.



Exact positioning has to be done in parent space of the existing Stage.

#3
Rolenka

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I'm not sure what is supposed to show when I close and reopen the stage, but when I try adding the tag, saving, closing and reopening, nothing has changed.
When you say the exact positioning has to be done in parent space of the existing stage, you mean everything I place has to be within the confines of the yellow box of the one I'm copying? I tried that too, and saw no difference in the game...
Thanks for helping to explain. I'm hopeful that in fixing problem #2 problem #1 will go away. Has anyone heard of it?

Modifié par Rolenka, 23 février 2010 - 07:53 .


#4
Eshme

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It hasnt even switched position? It always works for me im sure you did a mistake.

I think it doesnt actually matter what you see and what you dont see at the stage, as long the tag is correct. Because the tag is what is in the Area.

It seems unconventional so it shows incoorect sometimes.



Parent coordinate system i mean. When i made a dialog with a placeable, the placeable was in global coordinates, and the stage place in parent coordinates of the existing stage. This was difficult to match to the point but theres no limits as of yet so u probably get the stage working first.

#5
Rolenka

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Ok, so I need to: 
  • Open the stage I'm copying the tag from.
  • Add my places and cameras where I want them in relation to what's already there, but don't save the stage.
  • Take those coordinates and apply them to the places/cameras my stage
  • Even though it will look like they're in the wrong spot, they'll snap into position in the game
Is that right?

#6
Eshme

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Nono

You create a stage,

you pick a tag from an existing stage which is in the same area where you would place the new stage, and is also close to the position where you would want your new stage to be, and enter it into your new stage. Thus resource and tag will be different but that is desired here.

Now you will want to set the Area for your stage, so you have a visual representation of the stage. The stage position is still 0 0 0 but if you reopen the stage this will change. If it doesnt the tag or area is wrong.

Thats all there is.



Entering new coordinates makes no sense, it doesnt work because the stage is actually placed with the Area, but since the stage already exists (by tag) it always gets positionioned either 0 0 0 (doesnt exist or is dynamic) or whereever the stage is. The stage is reading backwards from the Area it seems.

You do not actually place the new stage in the Area, because the tag of the existing stage tricks the game, this is also desired.



I guessed it was difficult to explain lol, shout if you are that far.

#7
Rolenka

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I wonder if it's not working because the stage I'm copying a tag from is a generic stage.

To be clear, you're copying the tag, not using the other stage's resource name as a tag?

I tried opening my stage, clearing the tag and area, save. Then I copied on the tag from the other stage, saved, closed. When I reopened and added the area, my places and camera were way off at the edge of the map. I moved them back to where they should be, saved, and exported. When I launched back into the game and tried it, they were back at the edge of the map.

#8
Eshme

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jebus how will i ever explain this



generic stages i think are dynamic stages. Why you began looking at just those is bad luck i guess. They are reused in multiple spots, and !!! use multiple tags. You will not need to look at the resource, you need to go into the Area where it is instanced. Additionally all stages may be reused. Probably you noticed from a generic stage, that the devs sat no Area for it. And thus position is 0 0 0 which is you problem i take it.



You need to "pick a tag from an existing stage which is in the same area where you would place the new stage"



To be clear, you're copying the tag, not using the other stage's resource name as a tag?


Only the tag. But the tag of a Stage which is in an Area. This is the instance.



I tried opening my stage, clearing the tag and area, save.


Shouldnt be nessecary.



Then I copied on the tag from the other stage, saved, closed.


Be sure you use a stage tag from an actual stage in an Area. If you want the position to appear in the toolset, dont forget to set the Area. Isnt nessecary for the stage to work, however if you want to see effect.



When I reopened and added the area, my places and camera were way off at the edge of the map.


I think you need to close and reopen after you set the Area, however i think this is due a false tag.



I moved them back to where they should be, saved, and exported.


Changing the root position in the stage directly doesnt actually work. The placement is made in the Area. One stage can be used many times, thus the position cant be in the stage, its in the tag of the stage in the Area.


#9
Rolenka

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I took a long break from this because I got frustrated. Now I've come back to give it another go.

I think it's clear that my only problem is that there are no unique stages on the area I'm modding, only generics.

So without a unique stage in the area, it is impossible to get a stage to work with a placeable, period.

#10
tmp7704

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Some details might help. What area are you modding, exactly?

#11
Rolenka

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Oh, that would be area cir300ar_fade (The Raw Fade).

There are two stages in it:
1) Resource: 1p_200_mouse Tag: 2p_200
2) Resource: 2p_200_niall Tag: 2p_200_bronze_r

Admittedly I've never gotten a stage to work since this is my first attempt, so maybe I don't know a lot about them, but 2p_200 and 2p_2000_bronze_r are generic stages.

I would love it if someone had an idea, I'm just fresh out.

Modifié par Rolenka, 05 juin 2010 - 01:59 .


#12
tmp7704

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Note, a "tag" is a name attached to an instance of a stage in the area, to make it possible to tell apart stages which use indentical template. In the area you're modifying these stages which are already present are actually somewhat unique, they weren't taken from the "_Generic" stage set.



In any case, i'd try the following:



- start the Toolset, open the area you want to modify

- switch the Palette window to list of stages, select a suitable stage template from the "_Generic" folder, for example "1p_200_all" and place it in your area.

- now, notice how the stage consists of a flag and a few silhouttes, with most silhouttes grouped on one side and one on the opposite side of the flag. Move your stage in the area so that the single silhoutte is located in the spot where the object you intend to have conversation with is located, and rotate the stage so the way silhoutte is facing matches orientation of the object.

- in the Object Inspector replace the default tag for your stage with something unique in the area.

- save your changes and "Export without dependend resources" your modified area.

- restart the Toolset, juts to ensure it'll take note of the changes you made.

- open the dialogue file for your object.

- In the first line of dialogue set the stage to the one you placed in the area (1p_200_all) Do *not* check the 'At current location' box.

- assign actors to the stage spots: "actor1" to OWNER, "player" to PLAYER, "followerX" to HENCHMANx, "dog" to HENCHdog and "shale" to HENCHshale

- leave the camera at (Default) since the stage you placed already has the cameras assigned to each of the spots and (Default) will select these automatically when it's the person's turn to speak.

- save and export without dependent resources your conversation.

#13
Rolenka

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That sounds like it would work just fine. But if I'm understanding you correctly, that would also mean I'd need to package my modified area in my mod.

This thread was really all about avoiding that. Dynamic stages work without modding the area with creatures, but not with placeables.

Of course I'm at work so I can't try your instructions or look at them that closely, so I may be wrong.

#14
tmp7704

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Ahh, yes. Didn't realize from the OP you're trying to avoid the area export.


It'd then seem a possible way to get what you're trying to achieve could be:

- open the area, select one of existing stages close enough to your desired spot, Open Resource for this stage.

- when it opens, right-click Open Local Copy so you can edit the content. Set the Area to appropriate area if needed. the stage will be placed in its default spot

- add your spots and cameras to this stage where you need them and/or drag the existing spots and cameras where suitable

- once done Save As to create a new resource out of your modified stage

- use this newly created stage in your conversation


note, this is just a theory. i've used something slightly different for myself which was plain overwriting one of existing stages with version that had couple of extra spots, but going by this thread and the other one linked this might just work, too.

Modifié par tmp7704, 06 juin 2010 - 03:10 .


#15
Rolenka

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My god, it's so simple. Why didn't I think of that? You're a genius!

#16
Rolenka

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Success! Step-by-step for whoever finds this thread in search:

• I checked out stage 1p_200_mouse. I added two places (one for my placeable, one for the player ) and 1 camera and arranged them where I wanted them. I did nothing else to the stage.

• I saved and exported the stage without dependent resources. It went into the modules/single player/override/toolsetexport folder, so I moved it to my addin's module/override/toolsetexport folder.

• I opened my conversation and on the first line, "Root," I went to the cinematics tab and told it to use stage 1p_200_mouse. I set my new places (my placeable place as OWNER, my new player place as PLAYER). On each OWNER line (red) I set the camera to my new camera. Nothing else was necessary, but I set some poses/emotions.

The fruits of my (our!) labor: 

Posted Image

Modifié par Rolenka, 07 juin 2010 - 03:47 .


#17
nezroy

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By the way it seems that if you select the "No VO In Game" checkbox in the Dialogue tab it no longer seems to delay the response listing. Was having the same problem and hoped this thread would answer it, so this is for posterity :)