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
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.
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.
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
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.
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, 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?
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.
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.
More stuff about cse editor is .
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@JacktheArcher: Go
To change textures you can import a texture with the same name as the one you want to replace, and it willl be replaced.
<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
@willuwontu: Go
I don't understand your questions, but I think it can be answered if you examine camera-related triggers.
@willuwontu: Go
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.
@willuwontu: Go
it was a joke about the ling
why do you need this thing? you don't have the black bullshit bug?
@willuwontu: Go
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.
ok, just an experiment
we can see game world on a rtt-textured unit within a cutscen which is playin within a cutscene frame
the map
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
@JacktheArcher: Go
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.
@JacktheArcher: Go
Ok, I'll ask next time he appear. Wasn't there anything about it in the guide?
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
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, seems like they didn't fix it ;/
Actually, 2.0.7 patch was released today, and there is a chance cutscene dialogs work, I'll try tomorrow.
@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.
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 .