Hi,
i´m new to this forum (my english is a little rusty, also)
I was trying to make a scene for a while.
Finnaly this post (viewtopic.php?t=4585) gave me the answer. I couldnt open a dialog scene until I debug editor.cfg
Anyway, now I CAN edit ingame scenes (learned a few things too ) but I CANT create a new one from a scratch.
Does anyone knows something about it?
Making a Dialog Scene - Ingame Cinematic
see my post on that subject : http://www.celestialheavens.com/forums/ ... php?t=6027
Thanks, Neckie (and Kristo for reopening the thread).
However, the point is not to modify existing dialog scenes from the editor database but to create a totally new one, including map terraforming and saves proccess of the different object compounds needed.
As you correctly put in your thread: viewtopic.php?t=6027
once you opened a scene you can modify the position of creatures, cameras, camera sets, dialogs and sounds but you can´t use any other of the normal editor functions, as terraforming or scripts.
So, my guess is that you should do a normal map, select creatures, tiles, script creatures movement, animations, and so on. Then save that map as an object resource and finnaly open it as a dialog scene for camera settings (travelling, pan, transitions, audio, linked text, blabla).
That is only my guess as I was never able to do it from a scratch.
Maybe one of you know the answer. If we could figure this out, dialog scene making will become as "transparent" as normal map editing, since the camera/dialog editing mode of the editor seem rather simple.
However, the point is not to modify existing dialog scenes from the editor database but to create a totally new one, including map terraforming and saves proccess of the different object compounds needed.
As you correctly put in your thread: viewtopic.php?t=6027
once you opened a scene you can modify the position of creatures, cameras, camera sets, dialogs and sounds but you can´t use any other of the normal editor functions, as terraforming or scripts.
So, my guess is that you should do a normal map, select creatures, tiles, script creatures movement, animations, and so on. Then save that map as an object resource and finnaly open it as a dialog scene for camera settings (travelling, pan, transitions, audio, linked text, blabla).
That is only my guess as I was never able to do it from a scratch.
Maybe one of you know the answer. If we could figure this out, dialog scene making will become as "transparent" as normal map editing, since the camera/dialog editing mode of the editor seem rather simple.
Well you can create one from scratch :
Create a map and shape your map as you want. (you shouldn't put heroes and creatures for the moment)
Then with the game database select the DialogScene table.
Then right click on the DialogScenes folder and click on New Object
In the map field, just select any existing map it doesn't matter.
Then, in the game database, click on the dialogscene you've just created. In the selection property window you can now edit the map field and manualy write your map path (for example, AdvMapDesc:Maps\SingleMissions\mapname\map).
Then double click on your dialogscene in the game database and when you get the dialog asking if you want to save the changes click on yes (else you'll have to restart).
You should see your map, but as a dialogscene. so just add some creatures or heroes.
Your biggest problem here (as I said in the thread) is that you can't link heroes or monsters directly, you have to manually add the link in the Editor\H5MMods\mapname\ folder in your H5 main directory while your editor is open or in your .h5m while your editor is not open so that the game recognize your monsters/heroes.
The editor is very strange when it comes to add your files in the Browse Object link dialog (which you get when clicking the 3 dots in the selection property window) sometimes it adds some of your files, sometime it don't.
Anyway, it is possible to edit/create dialog scenes but you have to be very patient and at ease with the editor (the way it opens files and where it saves them) to be able to create them.
If you are determined enough (like me) you can probably manage to create one, but it won't be easy.
Create a map and shape your map as you want. (you shouldn't put heroes and creatures for the moment)
Then with the game database select the DialogScene table.
Then right click on the DialogScenes folder and click on New Object
In the map field, just select any existing map it doesn't matter.
Then, in the game database, click on the dialogscene you've just created. In the selection property window you can now edit the map field and manualy write your map path (for example, AdvMapDesc:Maps\SingleMissions\mapname\map).
Then double click on your dialogscene in the game database and when you get the dialog asking if you want to save the changes click on yes (else you'll have to restart).
You should see your map, but as a dialogscene. so just add some creatures or heroes.
Your biggest problem here (as I said in the thread) is that you can't link heroes or monsters directly, you have to manually add the link in the Editor\H5MMods\mapname\ folder in your H5 main directory while your editor is open or in your .h5m while your editor is not open so that the game recognize your monsters/heroes.
The editor is very strange when it comes to add your files in the Browse Object link dialog (which you get when clicking the 3 dots in the selection property window) sometimes it adds some of your files, sometime it don't.
Anyway, it is possible to edit/create dialog scenes but you have to be very patient and at ease with the editor (the way it opens files and where it saves them) to be able to create them.
If you are determined enough (like me) you can probably manage to create one, but it won't be easy.
--UPDATE--
Found out how to refer to my own map, seems they're automatically added somewhere in the hierarchy ;-)
Sorry to bump this old one up, but I'm having trouble entering my own map in the properties... I save my maps in the (default) "Maps" folder, but I can't add them to my scenes...
Looks like I can only add maps that are in the "database", e.g. the ones that I unpacked from the .pak file.
Should I be saving my maps in that structure and simply create my own folder in the SingleMission folder?
Or is there a guide that explains how the whole tree works?
Found out how to refer to my own map, seems they're automatically added somewhere in the hierarchy ;-)
Sorry to bump this old one up, but I'm having trouble entering my own map in the properties... I save my maps in the (default) "Maps" folder, but I can't add them to my scenes...
Looks like I can only add maps that are in the "database", e.g. the ones that I unpacked from the .pak file.
Should I be saving my maps in that structure and simply create my own folder in the SingleMission folder?
Or is there a guide that explains how the whole tree works?
Great, yesterday I created my first cinematic with animations!
It looks quite cool and really adds something to the atmosphere of the map.
Still hard to get the whole camera movement in check, especiall because it isn't clear what the whole "relative to..." is actually doing and how the path is created... Any hints?
It looks quite cool and really adds something to the atmosphere of the map.
Still hard to get the whole camera movement in check, especiall because it isn't clear what the whole "relative to..." is actually doing and how the path is created... Any hints?
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