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%
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.
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.
But which sound should I play, as I would use different actions to play all the transmissions, right? And which actor, you can't leave it blank apparently.
EDIT: Besides, the movie is laggy, not the audio file. This is in comparison of the actual movie in the campaign.
Hmm, I just converted the audio transcript of the whole broadcast to an ogg file, imported it as you said including the new actor etc. I got it to play the sound file, while playing the broadcast on the screen, but it's not synced well. The movie seems to play somewhat laggy, but I have no idea why since I put all the graphics on low now and the movie plays at normal speed during the campaign on high settings. Any thoughts?
This is great! I got it to play a UNN broadcast which was exactly what I was looking for! Thanks a lot for this library progammer!
One problem with the UNN broadcasts however, is that each sentence is a different transmission. I assume that means you need to mashup a complete new soundfile which contains the correct timings of all the transmissions within the broadcast. Looks like a lot of work. If anyone has a suggestion of how to do this easier, be my guest.
Just checked on it and noticed you're using the 'In Editor Placement' Method instead of the 'Previewer-Scene-Method' (which is the right way to do it btw). No wonder you don't have facial animations. Nice Camerawork though.
I don't understand the Previewer at all, I only use it to check for animations, but I did notice the scenes were build up in that way. How do you place units apart from each other for instance, or how do you place cameras? I can't make any sense out of it, let alone it crashes the editor way too much. Thanks for the compliment on the cameras :)
I know - just doesn't change the fact that it does make most cinematics so much crappier. I really wish Blizz had implemented a generic 'talk animation', cause to be fair, this manner is rather horrible. Now no one will be able to just make a decent cinematic - you'll HAVE to at least get someone to animate a model for you >.>
You're right, I tried everything I could to get those facial animations it in it, but had no success. I do wish Blizzard used a generic facial animation, that would make it at least half decent. Even better would be a couple of standard animations for the mouth which you could put together in the facial layer to your liking. Is it actually possible to have someone make a custom animation for the model (including a facial layer) and import it and let it play that animation in either the editor or the previewer?
Hey guys, I'm doing very detailed work with animations now and I was wondering what effect do the options in this Action have?
[ ] Full Match
[ ] Model Driven Looping
[ ] Non Looping
[ ] Play Forever
[ ] Random Start Offset
I figured out that Play Forever means the animation you choose is repeated until you tell it to stop and I suppose Non looping prevents a certain animation from looping. Random Start Offset probably means the animation starts at a random point in the time length of the animation. What I'm really curious about is what the first 2 options do?
Hey guys, just wanted to get this out here. I finished my first attempt on making a Storymode Cinematic. It's basically a mash-up of different dialogues throughout the final missions to create a new, similar cinematic about the final events in Wings of Liberty. It features Valerian Mengsk and General Warfield. Here's the link to the project.
[Link removed]
If you have anything to say about it, leave a reply there! I'm always open to any form of criticism and feedback!
Hey everyone, I recently got into Story Mode and figuring out how everything works.
However, I've had no success with something simple as having one unit look at another unit. When I look at the trigger options for 'Make Actor Look At Actor' it all looks pretty awesome with the ways you can customize it in. 'VerySlow Head Only Subtle' for example is the one I think I want to use for my cutscene.
I've tried many different things, including creating an actor via triggers and then setting it to a variable. Eventually I got Make unit face unit, but it looks really clunky and stupid in such a close up cinematic. Is there a vital point I fail to see here? A big thanks in advance!
It took me a good while to get the positioning and everything right mimicking the Wings of Liberty Loading Screen format. I wanted to share the settings so that it saves all of you some time perfecting it.
0
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%
0
@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.
0
@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.
0
@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.
0
@progammer: Go
But which sound should I play, as I would use different actions to play all the transmissions, right? And which actor, you can't leave it blank apparently.
EDIT: Besides, the movie is laggy, not the audio file. This is in comparison of the actual movie in the campaign.
0
Hmm, I just converted the audio transcript of the whole broadcast to an ogg file, imported it as you said including the new actor etc. I got it to play the sound file, while playing the broadcast on the screen, but it's not synced well. The movie seems to play somewhat laggy, but I have no idea why since I put all the graphics on low now and the movie plays at normal speed during the campaign on high settings. Any thoughts?
0
This is great! I got it to play a UNN broadcast which was exactly what I was looking for! Thanks a lot for this library progammer!
One problem with the UNN broadcasts however, is that each sentence is a different transmission. I assume that means you need to mashup a complete new soundfile which contains the correct timings of all the transmissions within the broadcast. Looks like a lot of work. If anyone has a suggestion of how to do this easier, be my guest.
0
Anyone figured out a way to get the UNN broadcasts which can be seen throughout the campaign after completing a mission as a scene file? I know we got all the other cutscenes as a .SC2scene file - http://www.sc2mapster.com/assets/blizzard-official-cutscenes-file/
I'm particularly interested in playing the news broadcasts at certain points in a map, preferably with just the stuff that's shown on the television.
For a more visual way to show what I mean:
I want what's shown on the television here:
to be shown in game like this:
0
I don't understand the Previewer at all, I only use it to check for animations, but I did notice the scenes were build up in that way. How do you place units apart from each other for instance, or how do you place cameras? I can't make any sense out of it, let alone it crashes the editor way too much. Thanks for the compliment on the cameras :)
You're right, I tried everything I could to get those facial animations it in it, but had no success. I do wish Blizzard used a generic facial animation, that would make it at least half decent. Even better would be a couple of standard animations for the mouth which you could put together in the facial layer to your liking. Is it actually possible to have someone make a custom animation for the model (including a facial layer) and import it and let it play that animation in either the editor or the previewer?
0
@s3rius: Go
Thanks. I was kind of hoping that it would smooth out animations between stand and talk for example, but oh well. This is still rather interesting :)
0
Hey guys, I'm doing very detailed work with animations now and I was wondering what effect do the options in this Action have?
[ ] Full Match
[ ] Model Driven Looping
[ ] Non Looping
[ ] Play Forever
[ ] Random Start Offset
I figured out that Play Forever means the animation you choose is repeated until you tell it to stop and I suppose Non looping prevents a certain animation from looping. Random Start Offset probably means the animation starts at a random point in the time length of the animation. What I'm really curious about is what the first 2 options do?
0
Hey guys, just wanted to get this out here. I finished my first attempt on making a Storymode Cinematic. It's basically a mash-up of different dialogues throughout the final missions to create a new, similar cinematic about the final events in Wings of Liberty. It features Valerian Mengsk and General Warfield. Here's the link to the project.
[Link removed]
If you have anything to say about it, leave a reply there! I'm always open to any form of criticism and feedback!
Enjoy
0
@lnsidious: Go
Shameless bump.
0
Hey everyone, I recently got into Story Mode and figuring out how everything works.
However, I've had no success with something simple as having one unit look at another unit. When I look at the trigger options for 'Make Actor Look At Actor' it all looks pretty awesome with the ways you can customize it in. 'VerySlow Head Only Subtle' for example is the one I think I want to use for my cutscene.
I've tried many different things, including creating an actor via triggers and then setting it to a variable. Eventually I got Make unit face unit, but it looks really clunky and stupid in such a close up cinematic. Is there a vital point I fail to see here? A big thanks in advance!
0
It took me a good while to get the positioning and everything right mimicking the Wings of Liberty Loading Screen format. I wanted to share the settings so that it saves all of you some time perfecting it.
This is how the format of a Campaign Loading Screen looks like: http://img203.imageshack.us/img203/64/screenshot20100902at217.png
Here is how to get that exact format in your Loading Screen:
Now your Loading Screen has the same format as the ones used in the Campaign: http://img812.imageshack.us/img812/976/screenshot20100902at310.png