Ok, me and Dustin had a conversation with Artestru in chat, and everything is clear for now.
Dialog models and game world models are placed in different worlds, but rtt channels are translated between worlds, so dialogs could show rtt material. But the reason they don't is the fact that dialog cameras are lower graphics quality.
So, for now the only way to render rtt on in a non-game world is within a cutscene frame.
It's easy to implement a cutscene frame:
create dialog
create cutscene type dialog item
set a particular cutscene for the cutscen dialog item
BUT
The "Set cutscene for cutscene type dialog item" trigger is marked as blizzard only incorrectly, and this was found out during our conversation. And Artestru said this will be fixed in the next patch.
Also, he explained for us, noobs in cse, how to create a simple cutscene to test stuff:
Quote:
<Blizz-Artestru> add a marine, add a camera (alt-x), add a director (object->add node->director). Right-click director node->Add active camera layer. Right-click Active Camera layer, add camera cut to the camera you just added.
<Blizz-Artestru> Save and that's it.
So, everything is pretty easy, we just need to wait until the next patch.
The only problem I see with that is that you would have to premake the cutscene that it uses. This means you cannot show it real time. Unless Jack or you knows a way to refer create cutscenes during a running game. (if so please explain how to do so for me, and how to reference it.)
I only rely on what Artestru said. That if we bound a camera and rtt channel, it will work for all worlds, including cutscene. He actually asked an engine engineer about it, and he confirmed it. So, that trigger, which set unit's model camera for rtt channel, should be enough. We jsut need the patch to try it.
if this actually works it will be an amazing discovery for triggering and mapmaking. Actual overwatch games. The only problem I can think of is that unit cameras cannot share channels. :( however I'm sure clever people like you, and drsuperevil, and jack, (and maybe me) will be able to come up with workarounds.
They should be player specific However. I have tested this using Zoldens models. I used the model twice, one for viewing and one for moving. I then create one of each unit for player 1(me) and player 2(comp). When i set the channel for the comp It ignores it and goes with mine. Now it might be because it's a comp, (i'd actually have to test with other people to tell) how ever it seems like the channels overlay each other, and it goes with the unit whose camera was set last.
Ok, me and Dustin had a conversation with Artestru in chat, and everything is clear for now.
Dialog models and game world models are placed in different worlds, but rtt channels are translated between worlds, so dialogs could show rtt material. But the reason they don't is the fact that dialog cameras are lower graphics quality.
So, for now the only way to render rtt on in a non-game world is within a cutscene frame.
It's easy to implement a cutscene frame:
create dialog
create cutscene type dialog item
set a particular cutscene for the cutscene dialog item
BUT
The "Set cutscene for cutscene type dialog item" trigger is marked as blizzard only incorrectly, and this was found out during our conversation. And Artestru said this will be fixed in the next patch.
Also, he explained for us, noobs in cse, how to create a simple cutscene to test stuff: Quote:
<Blizz-Artestru> add a marine, add a camera (alt-x), add a director (object->add node->director). Right-click director node->Add active camera layer. Right-click Active Camera layer, add camera cut to the camera you just added.
<Blizz-Artestru> Save and that's it.
So, everything is pretty easy, we just need to wait until the next patch.
More stuff about cse editor is here.
Was just thinking about this, wouldn't this not create a cutscene by following a unit in the map, but by following one in the cutscene editor. or can it follow a preexisting unit? If one of you guys could create a simple map demonstrating it by showing it to everyone (not trying to use cutscene dialog here, but broadcasting the cutscene to everyone), that would be great.
Recently just found an actor event called Enable Render To Texture . Haven't had time to look into it but it might help enable other models work outside of the editor.
Ok, finally 2.0.8 patch fixed that issue with locked "Set cutscene for cutscene type dialog item" action. But for now I can't see the rtt picture on the model in cutscene world which shows it in game world in the same time. Let's see if Artestru join chat to consult with him.
On this screen we can see that the same unit shows rtt channel in game wold, but doesn't in cutscene world.
So, I'd say cse camera do translate rtt texture, but that action which sets rtt channel for game world models, doesn't affect cutscene world.
So, maybe setting rtt channel within cutscene will fix it?
yea, Artestru came, and we're discussing it, maybe a way will be found
for now, cutscene frame can show a picture from cutscene camera, and it show the game world, because cutscene is transparent, but that trigger which supposed to set rtt channel for both cs and gw rtt textures, only affect game world units
UPD:
ok, all tests failed, but Artrestru understood why, and he is also very sympathetic and enthusiastic about implementing PiP any possible way, so before I went sleep he said:
Quote:
<Blizz-Artestru> We're thinking that maybe the best way to support this would be to add an easy way for a model to attach to the camera.. that way you'd just put your model in front of the camera.
so, there are still chances that one day it will work
Ok, me and Dustin had a conversation with Artestru in chat, and everything is clear for now.
Dialog models and game world models are placed in different worlds, but rtt channels are translated between worlds, so dialogs could show rtt material. But the reason they don't is the fact that dialog cameras are lower graphics quality.
So, for now the only way to render rtt on in a non-game world is within a cutscene frame.
It's easy to implement a cutscene frame:
BUT
The "Set cutscene for cutscene type dialog item" trigger is marked as blizzard only incorrectly, and this was found out during our conversation. And Artestru said this will be fixed in the next patch.
Also, he explained for us, noobs in cse, how to create a simple cutscene to test stuff:
So, everything is pretty easy, we just need to wait until the next patch.
More stuff about cse editor is .
@Zolden: Go
Strange I didnt think regular camera use was possible. Ah well good to know I look forward.to the update thanks.
@Zolden: Go
The only problem I see with that is that you would have to premake the cutscene that it uses. This means you cannot show it real time. Unless Jack or you knows a way to refer create cutscenes during a running game. (if so please explain how to do so for me, and how to reference it.)
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
I only rely on what Artestru said. That if we bound a camera and rtt channel, it will work for all worlds, including cutscene. He actually asked an engine engineer about it, and he confirmed it. So, that trigger, which set unit's model camera for rtt channel, should be enough. We jsut need the patch to try it.
@Zolden: Go
if this actually works it will be an amazing discovery for triggering and mapmaking. Actual overwatch games. The only problem I can think of is that unit cameras cannot share channels. :( however I'm sure clever people like you, and drsuperevil, and jack, (and maybe me) will be able to come up with workarounds.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
I believe the channels are player specific so with many players that should not be an issue.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
They should be player specific However. I have tested this using Zoldens models. I used the model twice, one for viewing and one for moving. I then create one of each unit for player 1(me) and player 2(comp). When i set the channel for the comp It ignores it and goes with mine. Now it might be because it's a comp, (i'd actually have to test with other people to tell) how ever it seems like the channels overlay each other, and it goes with the unit whose camera was set last.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
dang...
So even screens owned by the comp still show your stuff?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
yes
Edit: However it seems like a bug on Blizzards part maybe they'll change it who knows? And also that was for comps maybe it works for players though.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@Zolden: Go
Was just thinking about this, wouldn't this not create a cutscene by following a unit in the map, but by following one in the cutscene editor.
or can it follow a preexisting unit? If one of you guys could create a simple map demonstrating it by showing it to everyone (not trying to use cutscene dialog here, but broadcasting the cutscene to everyone), that would be great.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Actually, 2.0.7 patch was released today, and there is a chance cutscene dialogs work, I'll try tomorrow.
Doesn't look like it darn it. Or maybe hmmm.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
yea, seems like they didn't fix it ;/
Damn I was looking forward to that actually.
Yeah me too...I really want to offer a PiP system with GameHeart.
HURRY UP AND UPDATE IT BLIZZARD!!!!! sorry i just felt like getting that out.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Recently just found an actor event called Enable Render To Texture . Haven't had time to look into it but it might help enable other models work outside of the editor.
Ok, finally 2.0.8 patch fixed that issue with locked "Set cutscene for cutscene type dialog item" action. But for now I can't see the rtt picture on the model in cutscene world which shows it in game world in the same time. Let's see if Artestru join chat to consult with him.
On this screen we can see that the same unit shows rtt channel in game wold, but doesn't in cutscene world.
So, I'd say cse camera do translate rtt texture, but that action which sets rtt channel for game world models, doesn't affect cutscene world.
So, maybe setting rtt channel within cutscene will fix it?
yea, Artestru came, and we're discussing it, maybe a way will be found
for now, cutscene frame can show a picture from cutscene camera, and it show the game world, because cutscene is transparent, but that trigger which supposed to set rtt channel for both cs and gw rtt textures, only affect game world units
UPD:
ok, all tests failed, but Artrestru understood why, and he is also very sympathetic and enthusiastic about implementing PiP any possible way, so before I went sleep he said:
so, there are still chances that one day it will work
@Zolden: Go
Well someday is certainly better than never. Next time you talk to him would you ask about turning turrets and editing textures in the CSE?