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Сцены
Начало / Русская DA Builder Wiki

Contents

Вводная информация

Сцены используются в диалогах на определённых заранее локациях. Главное, что делает сцена - определяет первоначальное расположение камер и игроков при диалоге, а также, при желании мододела, может определять, какая камера и когда используется.

По умолчанию, при отсутствии ассоциированой сцены, для диалога используется встроенная сцена "Лицом к лицу".

В тулсете присутсвует специальный редактор для создания сцен, вызвать который можно открыв имеющуюся либо вновь созданную сцену.

Настройка сцены включает в себя:

Простая сцена с двумя позициями и одной камерой

Использование сцены

Созданная сцена появляется на палитре ресурсов и может быть размещена на локации, после чего можно установить позицию и ориентацию сцены, а также установить для неё удобный тэг (если на локации используется несколько одинаковых сцен). В свойствах сцены на локации необходимо установить видимость объектов, расположенных на самой сцене и на локации.

Размещение сцены на локации происходит с помощью редактора локаций. Обратите внимание как одна из позиций перекрывает говоруна, что позволит избежать перемещения говоруна на новое место при инийиализации сцены (начало разговора).

The user then adjusts the following setting on the stage instance:

Later, if someone updates a stage template, only the global data is updated on instances. For example: actor assignments and cameras that have been manually moved should remain the same; Actor positions and other cameras might change.

The next step is for the designer to assign a specific stage tag (of instances) for dialog trees. Note that a single dialog file usually has more than one tree, and each one might be assigned a different stage. When placing a stage, the toolset associates a stage camera for each line in the tree. The toolset will assign cameras if adding new lines into a tree which already has a stage associated with it. This way the user can preview a camera shot of each line.

The stage in the game

Whenever the player clicks on a character to initiate dialog and the initiated dialog is associated with a stage, the game immediately snaps all actors into their positions (with a possible quick fade, we'll first try with no fade), and might turn some of them invisible, if they are inactive. The game also cleans up the stage area from any other objects that might be inside at the moment by turning them invisible for the duration of the dialog (optional: we may not allow path-finding into stages at all). Then, the game plays each dialog line with the camera that was automatically associated by the toolset. Note that the dialog is played in-game — ambient creatures that are in the area are still visible and walk around, but they can not enter the stage boundaries. This applies only for creatures that are non-hostile towards any actor in the stage. Hostile creatures (towards actors) are frozen and invisible during the entire dialog. Designers should still try to avoid having dialogs and combat clash at all.

Functional Shots

What is a functional shot?

A functional shot is a cinematic procedure that may be attached to a single dialog line. This cinematic procedure has parameters, including at least the participating actor/s. The functional shots are used to display small sections of cinematics that might happen several times during the game. For example: shaking hands, drawing weapons etc'. The functional shots are also used to control actors getting in and out of stages. For example: we'll have a functional shot called ‘1 actor enters dialog' and when running, it will communicate with the staging system to make the actor visible and use one of the stage cameras to display the actor coming into the stage. Functional shots should also be used to override the automatic camera selection of the staging system. For example: if the user wants to change a camera's orientation or zoom level.

Creating a functional shot

Functional shots can be created inside DA's cutscene editor tool. In it, the user creates the cutscene and specifies what aspects of the cutscene should be a parameter:

These shots are supposed to be short and simple (up to 5 seconds). Anything more than that should be considered a full-fledged cutscene.

Using a functional shot

Functional shots appear in their own palette in the toolset. The user first selects the name of the functional shot, and then selects the parameters. The toolset automatically picks the speaker as actor #1 and the listener as actor #2, but the user may change these selections. Note that a placeable may also be an actor. A single functional shot can be associated with any single dialog line that belongs to a staged dialog tree. A functional shot should know how to communicate with the staging system in order to activate disabled actors and use stage cameras.


Stage properties

General
Comment
Resource Name
Tag A non-unique string identifier used mostly by scripts and other resources to refer to this resource.
Area
Area Select an existing area and the stage editor will have that area displayed in it, making it easier to place actors and cameras with respect to the scenery. Works best with a stage that's only used in one spot.
Position in Area Defines the position in the area that the stage's center is located at. The easiest way to find the coordinates of a location is to open the area in the area editor and copy them from an object or waypoint located there. When placing the stage in the area editor, copy these position and orientation properties to make the stage line up exactly the same as it does in the stage editor.
Yaw in Area The orientation of the stage in the area.

Camera properties

General
FOV The field of view for the camera
Tag A non-unique string identifier used mostly by scripts and other resources to refer to this resource.
Camera Adjustment
Look At Type The type of look at adjustment. "None" means that no camera adjustment will be performed (the primary look at target is still used by DOF.) "Simple" adjustment just adjusts the camera up or down based on the average change in height between all its look at targets. "Over-the-shoulder" adjustment adjusts the height based on the looking from place, and the angle based on the primary looking at place. !!"Terrain" isn't mentioned in the tooltip!!
Looking At (Primary) The primary place that this camera is looking at. This is used by both over-the-shoulder and simple look at. It is also used when applying depth of field.
Looking At (Secondary) A list of all places being looked at. This is only used by simple look at.
Looking From This field is used by over-the-shoulder camera adjustment. This is the place whose shoulder is being looked over.
DOF
00.Apply DOF Whether depth of field will be applied to this camera.
00.Override DOF If true this camera specifies DOF settings that override the default procedural settings. Otherwise the procedural system will generate reasonable settings based on its parameters.
Location
Orientation
Position

Place properties

General
Tag A non-unique string identifier used mostly by scripts and other resources to refer to this resource.
Cameras
Close Up Camera This camera will be used for automatic close-up shoots of actors standing on this place. See Process camera for line
Default Camera This camera will be used by default to look at actors standing on this place. See Process camera for line
Wide Camera This camera will be used for automatic wide shots of actors standing on this place. See Process camera for line
Location
Orientation
Position
Visualization
Source The source object to display in this place for visualization. This property is for visualization only; it is not used beyond the stage editor.


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