harIII Posted December 8, 2008 Share Posted December 8, 2008 Is there a tutorial about how to create a cut-scene for K1? Link to comment Share on other sites More sharing options...
Darth_Andrez Posted December 8, 2008 Share Posted December 8, 2008 This is from Doc Valentines tutorial on creating a storyline mod for kotor 2 dont worry aboutt the kotor 2 bit it works for kotor 1 also (hope it helps) Cutscene “STUNT” Modules (What they contain) A cutscene module is the easiest one to make. It only has in it what you need for the exact scene. This is different from normal modules because in normal modules you would have to place you npc’s all over making the area look populated, well in a cutscene the player is not seen, and the only view is where the cutscene is happening, so you will only need to put a few npc’s in the module. Start the module the same way you would if you where making one. Get the map and decide where to put your npc’s, as an example I will be using the dialog between Darth Cravon and Darth Trennon from my mod, Rise of the Sith. So now I have my map out and have decided where to put my guys. Now I take out the Whereami Armband, stand in place and take down the coordinates. I then put them in the git file and save it in my cutscene directory (feel free to add this directory wherever you see fit). Now I go into the module and make sure that they are there and that everything is correct and how I want it. Then I make the dialog, opening dlgeditor. This is where we will make use of the DLGEditor’s listener function. In this dialog we will not be using “Add Reply” as in a STUNT Cutscene the player is not there “well to the viewer, he Will technically be there but not scene or heard”. Anyways start by making the dialog skippable. Now add a new entry and make the speaker the tag of the npc you want speaking. And make the listener the tag of the npc you want listening. It is important that you set the listener field or the npc will by default speak his line to the player. Now here is the trick, when you select your entry, do NOT hit add reply, hit add new entry, you will see a default reply under that says (continue) and then the new entry, leave the reply alone as it is just what connects the two entries together. Now this time do the same thing you did in the first entry except of course the tags will be different. Do this for each line that is necessary. Now save the dialog. Go to your .utc files of the two people speaking and attach the dialog to their conversation field. So if you named the convo “stunttrennon.dlg” you will put “stunttrennon” in both the conversation fields of the npcs that are speaking. Now you must make the script. I will use an example and show you what you need to replace: Code: //You may copy this script into your notepad and save it as a .nss file //DO NOT FORGET TO CHANGE THE TAGS AND DLG NAME! void main() { object oPC=GetFirstPC(); object oTrennon=GetObjectByTag("trennon"); // (“trennon”), replace the trennon here with the tag of your npc who will be talking first AssignCommand(oTrennon,ActionStartConversation(oPC,"stunttrennon")); // replace stunttrennon with the name of your dialog } Okay now save that as a .nss and compile it, make sure you name it “stuntscript”(without quotes). Now go to your module’s .are file. In the OnEnter field type “stuntscript” without quotes and save it. Package all of these files together, INCLUDING your .ncs file, NOT the .nss file and make it a .erf like you did before. Now go to a saved or new game and warp yourself to your cutscene module, you should see the dialog auto start and the people talking. Link to comment Share on other sites More sharing options...
harIII Posted December 8, 2008 Author Share Posted December 8, 2008 Thanks, this is awesome, i'll try to use it this afternoon. Link to comment Share on other sites More sharing options...
Darth_Andrez Posted December 8, 2008 Share Posted December 8, 2008 NP Link to comment Share on other sites More sharing options...
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