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Beginning and ending cinimatic

Posted: Thu Feb 28, 2013 2:03 pm
by Meraz
I really need help, I know there is a post showing how to do this stuff but everything i do just doesnt work for me. I am totally green when it comes to this sort of thing, it might as well be speaking a foreign language to me =( this is what i wrote :

-- cinematic with a title and story text
enableUserInput()
startMusic("assets/samples/music/intro.ogg")

showImage("assets/textures/cinematic/intro/intropic.jpg")
fadeIn(2)

-- show the title text
sleep(1)
setFont("IntroTitle")
showText("Jojo's Tower", 3)
sleep(2)
fadeOutText(1)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
Jojo's Tower

It was long ago burried in what folks say was a cataclysmic event. One day it was majestically standing tall and proud, and the next it was swallowed up by the earth. Kinda like some grasping hands from the abyss had taken it clean under.

It is up to you to discover what really happened that day and to claim the treasures the old mage left behind!
]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)

and

-- simple one image cinematic
enableUserInput()
startMusic("assets/samples/music/myending.ogg")

-- show the image
showImage("mod_assets/textures/cinematic/outro/my_outropic.jpg")
fadeIn(2)
sleep(4)
setFont("Intro")
textWriter([[
You see the light at the end of the tunnel and the fresh air caresses your face. You made it out alive after all. Well done!
]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)

then i put pictures into folders one i labeled intro the other outro ..

=( help

Re: Beginning and ending cinimatic

Posted: Thu Feb 28, 2013 2:56 pm
by antti
One thing that I can see is that your images need to be saved in DDS-format (however, when they need to be labeled as .tga in the script files - a little confusing, I know, but that's how it goes). You'll probably need to do some googling to find a plugin to produce DDS-images. There are plugins available at least for Photoshop and GIMP.

So, for example, you need to have a file called my_outropic.dds and then have this line in your cinematic script when you want to show it:
showImage("mod_assets/textures/cinematic/outro/my_outropic.tga")

Re: Beginning and ending cinimatic

Posted: Thu Feb 28, 2013 3:24 pm
by Meraz
what if i just go with text at the beginning and the end, no pictures?

Re: Beginning and ending cinimatic

Posted: Thu Feb 28, 2013 3:35 pm
by antti
Yeah, I believe that should work. You can also use the pictures included with the game.

Re: Beginning and ending cinimatic

Posted: Thu Feb 28, 2013 3:45 pm
by msyblade
In your intro, you have the path pointing to just "Assets" instead of mod_assets, also

Re: Beginning and ending cinimatic

Posted: Fri Mar 01, 2013 4:13 am
by odinsballs
use paintnet. for dds textures (freeware and easy and versatile)

Re: Beginning and ending cinimatic

Posted: Fri Mar 01, 2013 12:45 pm
by Meraz
ok so exactly what would i have to do to get my intro and ending working without using pictures.. please bare in mind that I have never done scripting before now. So if someone would be so kind as to help me with this i would greatly appreciate it =) :oops:

-- simple one image cinematic
enableUserInput()
startMusic("mod_assets/samples/music/intro.ogg")

-- show the image
showImage("mod_assets/cinematic/ending.lua")
fadeIn(2)
sleep(4)
setFont("Intro")
textWriter([[
You see the light at the end of the tunnel and the fresh air caresses your face. You made it out alive after all. Well done!
]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)


then the intro is:
-- cinematic with a title and story text
enableUserInput()
startMusic("mod_assets/samples/music/intro.ogg")

showImage("mod_assets/textures/cinematic/intro/page01.tga")
fadeIn(2)

-- show the title text
sleep(1)
setFont("IntroTitle")
showText("Jojo's Tower", 3)
sleep(2)
fadeOutText(1)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
Jojo's Tower

It was long ago burried in what folks say was a cataclysmic event. One day it was majestically standing tall and proud, and the next it was swallowed up by the earth. Kinda like some grasping hands from the abyss had taken it clean under.

It is up to you to discover what really happened that day and to claim the treasures the old mage left behind!
]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)

Re: Beginning and ending cinimatic

Posted: Fri Mar 01, 2013 7:17 pm
by Ryeath_Greystalk
I'm not great at this stuff either but one mistake I made that caused my cinematics to not work was how I saved my file.

I used notepad to create my files and saved it as .txt file, then I renamed it to .lua
That did not work. I had to save it as .lua right out of notepad and then it worked fine.

The other thing to note is if you are using the music and picture files from the game then the file path needs to "assets/...what ever" If you are using your own custom sounds and pictures then use
"mod_assets/...what ever"

Try to confirm those two things first.

PS, one way to tell if the file is saved properly is to open in notepad and look in the lower left corner and it will say what type of file it is. That's how I found my mistake, it was named .lua but notepad still showed it as .txt.

Re: Beginning and ending cinimatic

Posted: Fri Mar 01, 2013 7:23 pm
by Ryeath_Greystalk
One thing I just noticed is you have both your ending and beginning texts together.

If that is for posting on the forum then ignore this, but I believe you want both of them to be separate files.

Try this

-- cinematic with a title and story text
enableUserInput()
startMusic("assets/samples/music/intro.ogg")

showImage("assets/textures/cinematic/intro/page01.tga")
fadeIn(2)

-- show the title text
sleep(1)
setFont("IntroTitle")
showText("JoJo's Tower", 3)
sleep(2)
fadeOutText(1)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
JoJo's Tower

Long ago it was buried in what folks say was a cataclysmic event.
One day it was standing tall, majestic and proud, and the next day
it was gone, swallowed up by the earth as if some grasping hand
from the abyss had pulled it under.

It is up to you to discover what really happened that day and claim
the treasures the old mage left behind!
]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)

This is a direct copy from the modding lesson here with the text and story changed. Copy & paste this to notepad, save as intro.lua and put in your mod-assets cinematics folder and it should work.

When I am trying to troubleshoot an issue I will try to get something simple working first, so I would skip the outro until you can get the intro working first. Good luck

BTW, can anyone tell me what the 3 does in this line showText("JoJo's Tower", 3)?

Re: Beginning and ending cinimatic

Posted: Fri Mar 01, 2013 10:28 pm
by Meraz
OMG dude it worked like a charm =)) thanks a billion now to try and tackle the exit..