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Tutorial for camerastyle.2da ??


Hoplite28

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Sorry for potentially bringing up a very old topic, but I've gone through the searches and haven't been able to find a tutorial for the camerastyle.2da.

 

Anyways, what I was hoping to do was force the camera angle to always be zoomed out whenever Bastila is talking. Not necessarily to the level where you are looking over your PC's shoulder, but I am hoping to avoid the close-up head shots of Bastila.

 

Is the file camerastyle.2da the place to make such changes? Also, is it possible to make this change on only one character and not all of the NPCs?

 

Thank you very much for your time.

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camerastyle.2da doesn't control cameras in conversations. If you go to an entry node in Bastila's dialog and set the CameraAngle field to 3 in one of her lines then it will show a zoomed out sideshot of Bastila and the listener (normally the PC). However, if you want the camera to always be that way then you would have to do that on all of her dialog lines and there are a lot of them. :p

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Thank you for the quick response.

 

I wouldn't mind going through each one of her dialog to manually change the camera style option, but what I wouldn't want to do is miss something. Is it possible to be provided a list of the files Bastila has dialog in?

(I sure hope, for example, whenever you talk to her randomly regardless of what planet you are on is all in one file at least.)

 

Thank you again.

 

Edit: Technically, I'm assuming that the game has predefined all the camera style for each piece of dialog, so I'd only have to change the ones set to 1. Unfortunately, I'd have to go through all the dialog just to find the ones with 1, so it'd be a great starting help to at least know which files I'd have to go through.

 

Edit2: By the way, if it's not easily feasible to tell me all the files I'd need to edit, just say no. I'm okay with that. Beats getting ignored.

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I wouldn't mind going through each one of her dialog to manually change the camera style option, but what I wouldn't want to do is miss something. Is it possible to be provided a list of the files Bastila has dialog in?
A lot of her lines are stored in bastila.dlg which you can find in dialogs.bif. She has something to say in other dialog files as well. There is no easy way to find those lines, though. Kotor Tool's dialog editor shows the speaker in brackets for each line. In bastila.dlg it should be [OWNER]. In other files you can recognize her lines if they begin with [bastila].

 

Edit: Technically, I'm assuming that the game has predefined all the camera style for each piece of dialog, so I'd only have to change the ones set to 1. Unfortunately, I'd have to go through all the dialog just to find the ones with 1, so it'd be a great starting help to at least know which files I'd have to go through.
Camera Angle 1 always is a closeup shot of the speaker. The default camera angle is 0 which lets the game engine choose a camera. These can be closeup shots as well. You should leave lines with other angles as they are.
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Forgive me for still not completely understanding how dialog files work. The only one I've messed with so far was the one for Larrim, but that one only involved Larrim and the PC.

 

Is there one dialog file for each NPC (or party members) involving the said character and the PC per each module? If that's the case, then I would only have to edit one Bastila.dlg for each module (.rim I believe?) that exists in the game. But then how would conversations between NPCs work? For example, the entire conversation with the Jedi Council on Dantooine... In what file would that be stored in?

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All the party members have their personal conversation file in dialogs.bif: bastila.dlg, carth.dlg and so on. These only contain the dialog that takes place everytime you click on the character. Bastila also participates in a lot of cutscenes or may interject when you are talking to someone else. You won't find those lines in bastila.dlg. They are scattered in a lot of other .dlg files.

 

Dialogs always have an owner which is the default speaker. In bastila.dlg, Bastila is the owner. However, you can have any other NPC besides the owner speak lines as well. That's how you make NPC's talk to each other and why Bastila has many lines that are stored in dialog files that belong to other characters.

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Okay, thank you for the information. I know that this is a stupid question, but I use KotorTools, and I was wondering if there is a better tool out there to open the .dlg files. (I am assuming I will only have to worry about the numerous .dlg files; I won't have to edit any other files, right?) Specifically, is there something out there that'll show me all the .dlg files in one list/place as opposed to having to scroll through all the potential files to pick one from each category as KotorTools would have me do?

 

And also, if I edit a .dlg file to change the value of camerastyle, I can just save it as a .dlg file and place it in my override, right? No additional scripts or compiling I would have to do?

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Okay, thank you for the information. I know that this is a stupid question, but I use KotorTools, and I was wondering if there is a better tool out there to open the .dlg files.
Another editor is tk's DLGEditor that you can download here: http://www.starwarsknights.com/tools.php#de

 

(I am assuming I will only have to worry about the numerous .dlg files; I won't have to edit any other files, right?)
Yes, you only need to edit dlg files.

 

Specifically, is there something out there that'll show me all the .dlg files in one list/place as opposed to having to scroll through all the potential files to pick one from each category as KotorTools would have me do?
Kotor FindRefs can give you a list of all dialogs in the game. You can find it on the same page as the DGLEditor above. Just check the '.dlg' and 'Search for filenames only' boxes.

 

And also, if I edit a .dlg file to change the value of camerastyle, I can just save it as a .dlg file and place it in my override, right? No additional scripts or compiling I would have to do?
As long as the filename is unique, you can simply put them into override.
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Sorry for the annoying questions but I'm just trying to see if this task can get any easier before I get started. I remember KotorTools allowed you to completely expand the dialog within the file, but one had to scroll down manually to find any dialog that belonged to a particular character. There was no Find option that would allow you to all of one person's dialog within the file automatically. Does this other editor make it any easier in that regard?

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Sorry for the annoying questions but I'm just trying to see if this task can get any easier before I get started. I remember KotorTools allowed you to completely expand the dialog within the file, but one had to scroll down manually to find any dialog that belonged to a particular character. There was no Find option that would allow you to all of one person's dialog within the file automatically. Does this other editor make it any easier in that regard?
No, in that regard DLGEditor would be less suitable since it doesn't show the speaker tag until you click on a node. The only editor with a search function for something like this would be KGFF. You can use the 'search by text' function to find all 'Bastila' speaker tags. However, going through all possible .dlg files is an insanely time consuming effort no matter which editor you use. :)
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However, going through all possible .dlg files is an insanely time consuming effort no matter which editor you use. :)

 

I figured as much. And I have no problem taking the time to pull it off, just wanted to find the most organized way of doing it so I don't miss something. Trying to go back and find a miss has got to be terrible.

 

So, I'd want to use the KOTOR FindRefs to find all the .dlg files. Then use the K-GFF GFF Editor to find all the Bastila tags. But does the K-GFF editor allow me to edit and save the .dlg files as well? (No idea what a GFF is, I guess) Or is the K-GFF only useful to me as a search engine; I'd still have to use a DLG editor to make and save the changes? If the latter is the case, I might as well just stick to KOTORTools.

 

By the way, if the moderators want to change the title of this thread, please do so. Turns out this didn't have anything to do with camerastyle.2da, and the title makes an indirect advertisement to a tutorial that doesn't exist in this thread.

 

 

 

Edit: I have been messing around with the dialog files on KOTORTools. There are several dialog that a greyed. I've noticed that they are repeats so I just change the camerastyle on the one version of the dialog that is in red. However, I don't know if that will automatically change the rest of the cloned dialog in grey. Any knowledge on this? Also, after I have saved the .dlg file, I can't reopen it with KOTORTools (to make sure the changes actually were saved and to see if they greyed dialog reflected the change), even if the new version is in the Override folder. Am I doing something wrong?

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So, I'd want to use the KOTOR FindRefs to find all the .dlg files. Then use the K-GFF GFF Editor to find all the Bastila tags.
That would be a way. There could still be some dialogs besides bastila.dlg where she is the owner. You won't be able to find those unless you know what she is saying, though.

 

But does the K-GFF editor allow me to edit and save the .dlg files as well? (No idea what a GFF is, I guess) Or is the K-GFF only useful to me as a search engine; I'd still have to use a DLG editor to make and save the changes? If the latter is the case, I might as well just stick to KOTORTools.
I was suggesting K-GFF because of its search function, but principally, it is possible to edit .dlg files with it as well.

 

Edit: I have been messing around with the dialog files on KOTORTools. There are several dialog that a greyed. I've noticed that they are repeats so I just change the camerastyle on the one version of the dialog that is in red. However, I don't know if that will automatically change the rest of the cloned dialog in grey. Any knowledge on this?
Yes, the grey ones are links to already existing nodes. A change in the original node will modify the links as well.

 

Also, after I have saved the .dlg file, I can't reopen it with KOTORTools (to make sure the changes actually were saved and to see if they greyed dialog reflected the change), even if the new version is in the Override folder. Am I doing something wrong?
No idea, sorry. I always use tk's dialog editor.
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Sorry, it took me a couple of days just to go through all of the dialog. Now I've supposedly finished it; I'm sure I've missed a few and will have to go back and fix them, blast it I'm not sure if those greyed out linked lines actually had the changes implemented to them as well. But I've also come across a couple of interesting issues.

 

First off, I've noticed that Bastila won't continue her conversation like normal unless I left click to continue the conversation. I don't have so much a problem with this.

 

What is a problem is that sometimes to conversation will just flat out end before it is supposed to. For example, on Dantooine, Bastila will ask me if she can ask a few questions about my background. I'll say okay, but rather than her asking a question, the conversation just flat out ends. Did I miss something that I was supposed to do but didn't know of?

 

EDIT: I've noticed how the dialog that cut out entirely are dialog that are supposed to link somewhere else in the .dlg file. Oddly when I open the .dlg in KOTORTools, the text in question is greyed and is followed by a (Link); however, when opened with TK102's DLGEditor, instead of (Link) it is (End Dialog). I wonder I did that would cause such a change...

 

Also, the greyed out portion of text with the (Link) did not adopt the changes I made to the original text. I don't know why that is, and I'm not exactly thrilled in going back through 120 files to fix all of the misses...

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It seems Kotor Tool's dialog editor doesn't save some fields of the .dlg file correctly. I never used that editor before and didn't know there were problems. You will have to use tk's DLGEditor. Only edit one file and see if it works in the game before modifying all the rest.

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