In the campaign it doesn't lag, I don't know why it does here. I have a perfect 60 FPS when the video plays, but it just plays laggy, as if with 10 fps. Could you check out if it lags for you as well? I used the first news video, I think it's called something like newsreport_raynor01.
It does not lag at all, that video was even low res compared to the cinematics. You can post the map here for help. (remove all of other imported stuff in my map, max attachment size is 10MB)
Alright, I did some experimenting with a couple of things. I took another video now, the second newsreport: video_newsreport_traynor02_00
The duration of the video outside the game as an .ogv file is - 62 seconds
The duration of the extracted audio outside the game as an .ogg file is - 62 seconds
The duration of the video inside the game as a texture is - 77 seconds (calculated)
The duration of the audio inside the game as an actor is - 62 seconds
There is a clear difference between the duration of the video outside and inside the game. It takes 10 seconds longer to play the whole video. This results that the video will lag behind the video. Where the real time speed of the video is 100% the speed of the video in game is 80% this is a difference of 20%
Here comes the interesting part though. Apparently the video knows it is only 62 seconds in length and as a result of that it will cut off the last 15 seconds of the whole video which means it doesn't play completely. This has nothing to do with the length of the sound or the actor in the action. I tested it with a 3 minute long sound and actor. This results in the video replaying itself after each interval of 62 seconds.
There was no way for me to actually see how long the video as a texture was, so I calculated that: 62*62/50 = 77
The approximate frame where the in game video stopped after 62 seconds was at approximately 50 seconds into the real time video.
Having concluded that, I have no idea what to do about it to make the video play at 100% speed. Changing the game speed doesn't work either.
I've reduced the speed of the audio file by exactly 20% and after importing it, it syncs perfectly!
It's not fun to listen to though, the voices sound horrible and we still have the problem the video cuts off the last 15 seconds.
At least now it's clearly a speed difference of exactly 20%
Try to mess with my send actor message - animation speed trigger. The duration cut off is based on the length of the audio you input it (the sounds object). Put on another wait if you want. Also the library is made for general uses. You can split it up as a single action if you want (use wait specific to your movie)
Changing the actor message's value doesn't have any effect. I think you missed this part: This has nothing to do with the length of the sound or the actor in the action. I tested it with a 3 minute long sound and actor. This results in the video replaying itself after each interval of 62 seconds.
I am really clueless as of what to do as I'm not that good on triggers. I hope someone comes with a solution.
Sorry about the sound part, the video is info-ed to be finished at 62 seconds, so whether it play fast or slow, it still replay after 62 seconds. Are you sure changing animation speed has no effect ?
Changing that action only changes the speed of the 'Swap' animation; those green lines that show up right before the video starts playing. However, it has no effect on the video itself.
I tried copying that action and changing the variable into Briefing Background and the speed to 1.2 and then 2.0, but no effect either.
WARNING: Playing movies is currently restricted to Blizzard maps.
No way to play movies now :[
Nevermind, It was just my game/editor refusing to access the files for some reason... A quick restart fixed it. Movie plays, but the error still does show up.
Sorry to have to bump this, but the official SC2 movies are not playing AGAIN. However, the "leaked trailer" and the sponsors still play just fine! Any fix for this?
Going to bump this a bit too. I've got it to work with playing the textures on an actor (the mar sara briefing screen).
However, is there any way of playing it in fullscreen mode? I noticed that dialogs can have actors too, but did not get it to work. Can anyone see if they can get it to work, since the dialogs have an option for fullscreen mode.
Just bring the camera in closer to the video and there's your fullscreen. Anyway, I'm having problems with the speed of the video. The video is running slow, and last few minutes is cut off because of it.
Just bring the camera in closer to the video and there's your fullscreen. Anyway, I'm having problems with the speed of the video. The video is running slow, and last few minutes is cut off because of it.
Set the frames per second of the video and set it to synced in your actor via an actor message. That amount refers to the amount of frames played per game second. Synced makes it skip frames when it is delayed due to FPS/resource loading.
Actor-Sendactormessage"TextureVideoPlay video 11 Synced"tomainactorofunit(Lastcreatedunit)
Sorry to bump this thread again but I could use your help, as I've been struggling with this for some time!
My in-game videos are lagging behind the sound actor. Is it possible to control movie sound actors independently? I think the solution is to manually enable the sound actor to play X seconds into the video, so that both are playing in sync.
Sorry to bump this thread again but I could use your help, as I've been struggling with this for some time!
My in-game videos are lagging behind the sound actor. Is it possible to control movie sound actors independently? I think the solution is to manually enable the sound actor to play X seconds into the video, so that both are playing in sync.
Any help with this would be greatly appreciated.
Regards, Wilmatron
put your gamespeed to veryfast can solve the lag
egod
Check out this asset. It's a portrait model that gives the video player more alternatives.
I believe that your error comes because of the name or the path of the ogv file. Try renaming it to video_RickRoll_.ogv, and moving it to "assets/textures". Then edit the entry RickRoll_ in the "textures" section of the data editor with the new name.
@progammer: Go
In the campaign it doesn't lag, I don't know why it does here. I have a perfect 60 FPS when the video plays, but it just plays laggy, as if with 10 fps. Could you check out if it lags for you as well? I used the first news video, I think it's called something like newsreport_raynor01.
@lnsidious: Go
It does not lag at all, that video was even low res compared to the cinematics. You can post the map here for help. (remove all of other imported stuff in my map, max attachment size is 10MB)
@progammer: Go
Here it is, basically just hit the top left button in the UI and it should play. The video lags behind the audio after a couple of seconds.
@lnsidious: Go
Seems like an issues with fps of the video, i tried to adjust the framerate but have no success. Do you take the audio directly from the campaign ?
The video does has audio behind it, have you tried convert the audio from the ogv file rather than record it ? (I did the same thing with cinematics)
Seems like blizz actually played it with sounds, i have to investigate it later
@progammer: Go
Alright, I did some experimenting with a couple of things. I took another video now, the second newsreport: video_newsreport_traynor02_00
The duration of the video outside the game as an .ogv file is - 62 seconds
The duration of the extracted audio outside the game as an .ogg file is - 62 seconds
The duration of the video inside the game as a texture is - 77 seconds (calculated)
The duration of the audio inside the game as an actor is - 62 seconds
There is a clear difference between the duration of the video outside and inside the game. It takes 10 seconds longer to play the whole video. This results that the video will lag behind the video. Where the real time speed of the video is 100% the speed of the video in game is 80% this is a difference of 20%
Here comes the interesting part though. Apparently the video knows it is only 62 seconds in length and as a result of that it will cut off the last 15 seconds of the whole video which means it doesn't play completely. This has nothing to do with the length of the sound or the actor in the action. I tested it with a 3 minute long sound and actor. This results in the video replaying itself after each interval of 62 seconds.
There was no way for me to actually see how long the video as a texture was, so I calculated that: 62*62/50 = 77
The approximate frame where the in game video stopped after 62 seconds was at approximately 50 seconds into the real time video.
Having concluded that, I have no idea what to do about it to make the video play at 100% speed. Changing the game speed doesn't work either.
I've reduced the speed of the audio file by exactly 20% and after importing it, it syncs perfectly! It's not fun to listen to though, the voices sound horrible and we still have the problem the video cuts off the last 15 seconds. At least now it's clearly a speed difference of exactly 20%
@lnsidious: Go
Try to mess with my send actor message - animation speed trigger. The duration cut off is based on the length of the audio you input it (the sounds object). Put on another wait if you want. Also the library is made for general uses. You can split it up as a single action if you want (use wait specific to your movie)
@progammer: Go
Changing the actor message's value doesn't have any effect. I think you missed this part: This has nothing to do with the length of the sound or the actor in the action. I tested it with a 3 minute long sound and actor. This results in the video replaying itself after each interval of 62 seconds.
I am really clueless as of what to do as I'm not that good on triggers. I hope someone comes with a solution.
@lnsidious: Go
Sorry about the sound part, the video is info-ed to be finished at 62 seconds, so whether it play fast or slow, it still replay after 62 seconds. Are you sure changing animation speed has no effect ?
Try a different speed, i tuned that for the cinamtic to work
@progammer: Go
Changing that action only changes the speed of the 'Swap' animation; those green lines that show up right before the video starts playing. However, it has no effect on the video itself.
I tried copying that action and changing the variable into Briefing Background and the speed to 1.2 and then 2.0, but no effect either.
Not working for me - the movies don't play.
No way to play movies now :[Nevermind, It was just my game/editor refusing to access the files for some reason... A quick restart fixed it. Movie plays, but the error still does show up.
Sorry to have to bump this, but the official SC2 movies are not playing AGAIN. However, the "leaked trailer" and the sponsors still play just fine! Any fix for this?
Going to bump this a bit too. I've got it to work with playing the textures on an actor (the mar sara briefing screen). However, is there any way of playing it in fullscreen mode? I noticed that dialogs can have actors too, but did not get it to work. Can anyone see if they can get it to work, since the dialogs have an option for fullscreen mode.
Thanks in advance :)
Just bring the camera in closer to the video and there's your fullscreen. Anyway, I'm having problems with the speed of the video. The video is running slow, and last few minutes is cut off because of it.
Set the frames per second of the video and set it to synced in your actor via an actor message. That amount refers to the amount of frames played per game second. Synced makes it skip frames when it is delayed due to FPS/resource loading.
Hi guys,
Sorry to bump this thread again but I could use your help, as I've been struggling with this for some time!
My in-game videos are lagging behind the sound actor. Is it possible to control movie sound actors independently? I think the solution is to manually enable the sound actor to play X seconds into the video, so that both are playing in sync.
Any help with this would be greatly appreciated.
Regards, Wilmatron
put your gamespeed to veryfast can solve the lag egod
This library appears to be broken again.
USER: Could not find texture file RickRoll_.ogv in TextureData.xml entry RickRoll_.
^It throws up this error when using any custom video.
Maybe I'm just being dumb. Seems like a formatting error caused by an update though.
Check out this asset. It's a portrait model that gives the video player more alternatives.
I believe that your error comes because of the name or the path of the ogv file. Try renaming it to video_RickRoll_.ogv, and moving it to "assets/textures". Then edit the entry RickRoll_ in the "textures" section of the data editor with the new name.
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