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replacing loadscreens


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#1
gordonbrown82

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is this possible to do?

#2
TimelordDC

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Do you mean the text on the loading screens? Or the graphic itself?

#3
gordonbrown82

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hi i mean the graphic itself.

#4
FollowTheGourd

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The filename is hardcoded in the flash UI as far as I can tell.

Edit: if you just want to outright replace the background image, you might try editing the texture atlas
atl_load_town_dxt5_00.dds in guiexport.erf.

Modifié par FollowTheGourd, 27 février 2010 - 03:04 .


#5
gordonbrown82

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thanks i'll try that.

#6
DahliaLynn

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I am inserting a custom cutscene to load in the game.
I would like to know if there is a way to bring up the generic loading screen (with the logo) that comes up in the game (when switching areas for example) at this time, as well as insert my own text into that graphic?
-what it currently does, is show a black screen with loading on the bottom right. I would like it to bring up the graphic instead with new text. I see this has been addressed, but not the original issue in this thread. Would anyone know?

Modifié par DahliaLynn, 07 septembre 2010 - 11:14 .


#7
mikemike37

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Dahlia, the reason you're getting that load screen (with text in the bottom right) is because you're transitioning to an area in your AreaList (its the "quicker" load screen).



The simple solution is to take it off your area list, but that would increase the load time before your cutscene (although reduce the load time for your previous area!)



To insert your own text, you'd need to modify (off the top of my head) I think its LoadHints 2da? or at least thats what the xls is called i think.

#8
Proleric

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The loadscreen hint text is selected from loadhints.xls in UT_DoAreaTransition, which uses the SetLoadHint function.

You'll probably need some custom code to display a specific text when entering a special cutscene area.

#9
DahliaLynn

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Ahh, currently the script command I use to enter the area would be "DoAreaTransition" without the UT. Would the change be drastic if I used UT? or would it only apply to bringing up the hints?

Also, if I understand correctly based on experience, the hints are loaded in a semi random way based on the players advancement through the game.

In order to get something specific, would you know of what i would need to do? Any ideas on the custom code? (I don't write scripts sadly)

@mike I am actually not using an area list at all, but now that the jump to area transition works with a preload of the cutscene, I see a short hint of the graphic, and then it cuts to the black screen. (the cutscene has a long loading time due to its heavy load regardless)

Modifié par DahliaLynn, 09 septembre 2010 - 11:51 .


#10
Proleric

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It's often safer, and usually does no harm, to use the UT functions, especially when the OC does.

UT_DoAreaTransition is a wrapper for DoAreaTransition that handles load hints and world map biz.

I haven't tested this, but it looks like you can add a custom message to the loadhints sheet of loadhints.xls. If nnn is the 2DA id of that message, the following code should display it on the load screen (provided the transition is to a new area list).

SetLocalInt(GetModule(), AREA_LOAD_HINT, nnn);
UT_DoAreaTransition...


Modifié par Proleric1, 09 septembre 2010 - 03:26 .


#11
DahliaLynn

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Thank you for this. I was doing my best to find the said xls file, but I can't seem to do so. Would you know what I need to do to find/extract this file for editing?

I also assume I would need to create a new 2DA ID for this? What could I insert as a new id?

Then...add the recommended script? (with new nnn variable inserted)






#12
Proleric

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DahliaLynn wrote...

Thank you for this. I was doing my best to find the said xls file, but I can't seem to do so. Would you know what I need to do to find/extract this file for editing?
I also assume I would need to create a new 2DA ID for this? What could I insert as a new id?
Then...add the recommended script? (with new nnn variable inserted)


loadhints.xls should be in Program Files>Dragon Age>tools>Source>2DA.

You'll probably want to make an M2DA extension.

The custom text is identified in the 2DA as a string id. There are lots of ways to make a new string - an easy one is to make a dummy one line conversation. The ID that you have to put in the 2DA is given at the bottom left of the Dialog tab (just before the Words and Letters count).

Finally, insert the script snippet in place of DoAreaTransition.

#13
DahliaLynn

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edit: working on it, will post solution as soon as I find one....

Modifié par DahliaLynn, 17 septembre 2010 - 12:00 .


#14
gordonbrown82

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Has anyone managed to change the actual graphics? I'm not much for experimenting with unknown stuff myself.

Modifié par gordonbrown82, 16 septembre 2010 - 08:18 .


#15
FollowTheGourd

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gordonbrown82 wrote...

Has anyone managed to change the actual graphics? I'm not much for experimenting with unknown stuff myself.

It's still the same as it was 7 months ago. Either change the DDS or the Flash UI file. Changing the UI might actually be preferable if you could then specify a 2DA in the module directory, so you don't have to overwrite that DDS every time.

But if changing the DDS doesn't seem to work, you're probaby stil using the one in guiexport.erf instead of in the latest patchXXX.erf, which usually have different texture atlas XML files.

Modifié par FollowTheGourd, 18 septembre 2010 - 10:15 .


#16
gordonbrown82

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u wanna try doing it for me? :)