RTT in cinematics does show game world events, it's jsut a bit tricky: the scene is attached to the game camera, so if one want to show a real world stuff on the scene rtt screen, it would have to keep the player's camera in a certain position. It also has a strange bug with a black bullshit that appear within player camera's field of view if a scene with rtt node is visible.
I have an example map, and I'll publish it, just gave it to Jademus first, so he'd concoct around it. There is still a little chance that with what we have in the actual patch, we can implement a perfect PiP.
cutscene includes: 1. game camera we watch the cutscene through, 2. second camera we use for RTT, 3. model-screen to show rtt picture from the second camera, 4. zergling
cutscene frame's dialog is attached to the hellion
so, at start the dialog isn't seen
and THE BUG is: everyting is alright if you don't see the cutscene, but if the cutscene WITHIN the view of player's camera, the screen is fucked, we see a black bullshit, that covers most of the field of view
we only talk about the working stuff, not the bugs, so ignore that black bullshit and only keep an eye on waht the cutscene's screen model show you
it shows you the picture from the cutscene's second camera: camera kinda look thorough the cutscene and can see the game world, and you can see what it see on the screen-unit
if you press F2 and select the hellion and move it, you will notice that cutscene frame is moving wii th the hellion, but the picture on the screen-uni doesn't change, becasue the cutscene doesn't move
now if you slowly move the game camera, you will notice, that the picture on the screen-model changes, because cutscene is attached to the game camera
1. No, it's not possible, zergling is the base of the whole thing.
2. Not right now: game world rtt channel and cutscene world rtt channel are different things. I was told that they are not, but experioment sais that they are.
3. Sure I can not attach the dialog to a unit. I just thought that since the cutscene camera watches the game world through the scene, then if I attach it to a unit, the camera too will be attached to it and watch stuff around it. But only the dialog was attached, while the scene with its camera left attached to the main game camera.
no but the black bullshit bug only pops up if the dialog and the cutscene area are in the same screen. If i was able to render the scene somewhere else it would rid me of the black spot. I want it because i want to make an over watch dialog for a map i'm making so the over watch can see the other players units at all times.
If you use a Create Persistent effect with an offset it works fine if the unit is standing still but if the unit is moving the coordinates of the offset are sometimes reversed on the x and y axis. I first encountered the bug when making my turn sensor a long time ago.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
They seem to be busy these days to come. But last time Artestru expressed a certain intention to make PiP easy by creating a way to attach a game world model to player's camera, so it wouldn't look jumpy as if we "attach" it with triggers. So, we just relax and wait for new patches.
Oh, and you asked about that map I attached:
Can you make the cut scene bigger?
Yes, open the cutscene used for dialog and reduce the distance between the camera and screen model.
Next time you talk to him would you ask about turning turrets and editing textures in the CSE?
<Blizz-Artestru> Yeah, I saw the turret question, and I couldn't figure it out myself. I think we may be missing some tech for those to work (remember that we almost exclusively created cutscenes for Story Mode, so that never came up).
<Blizz-Artestru> And I don't think you can edit textures...
<Blizz-Artestru> (same reason as above)
<Blizz-Artestru> Best you can do is either use the art tools to modify the textures or do some fancy hackery with actor aliases