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.
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.
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.
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.
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.)
@JacktheArcher: Go
Can't you record in another map and then play it in yours?
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@Zolden: Go
Yeah I can't do it I think. I was wondering if you could hook up player 4's game camera in the cutscene. Then player 1 could view it.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@Zolden: Go
oh i forgot to ask this last time.
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My guide to the trigger editor (still a work in progress)
So anyone talked to blizzard recently and found out whether or not they'll do PIP availability at all?
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My guide to the trigger editor (still a work in progress)
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.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@Zolden: Go
and some more
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My guide to the trigger editor (still a work in progress)
questions
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My guide to the trigger editor (still a work in progress)
Well at least we got that fixed. On the bright side blizzard is actually looking into it, so maybe patch 3.0 we'll get it.
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My guide to the trigger editor (still a work in progress)
HURRY UP AND UPDATE IT BLIZZARD!!!!! sorry i just felt like getting that out.
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My guide to the trigger editor (still a work in progress)
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)
@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)
@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)
@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)
@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)
@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)