| 11-12-2002, 05:54 PM | #1 |
Guest | This looks like someone has imported his own texture. Check In Trigger Editor/Initializion/Init And The "Cinematic - " Actions. The texture is unknown. How the helll do you import textures like that? The Map With The Coool Cinematic Effect |
| 11-12-2002, 07:17 PM | #2 |
It's a camera mask... It's used very often in trailer maps (I was the first with Warcraft III: Dungeons & Dragons trailer 1 :) ). They're in ReplaceableTextures\CameraMasks\ Just replace some of the ones that are already there with your own. |
| 11-12-2002, 07:36 PM | #3 |
Guest | :D Thx Man!:D |
| 11-13-2002, 12:13 AM | #4 |
Sure! That Custom Fade Filters are really c00l for trailer maps, and is usefull for more things. [Berry, I think I saw that Custom Fade Filter Effects before your trailer, like the Rise of Krill trailer, for example, and some other maps out there] |
| 11-13-2002, 12:33 AM | #5 |
I made my first Dungeons&Dragons Trailer about 3 weeks (maybe more) before the RoK trailer... 3DGuy or whoever made that actually took the idea from me... |
| 11-13-2002, 10:13 AM | #6 |
Guest | Im sorry my english REALLY suck! Watz a trailer? |
| 11-13-2002, 04:21 PM | #7 |
It's a bit of a movie (in the case of Warcraft III a cinematic map) used interest people in the whole movie (or, for Warcraft III, the whole map). It's like the commercials for movies you get on TV with 'Coming Soon' in em :P You can download the two trailers I made for Warcraft III: Dungeons & Dragons from my signature. |
| 11-13-2002, 06:40 PM | #8 |
Interesting! If only I'm better at all those camera things I'd like to make some cinematics too! |
| 11-14-2002, 02:40 PM | #9 |
Guest | I hate it when I see people tooting their own horn. It leaves me with a bad taste in my mouth. Care. |
| 11-14-2002, 09:28 PM | #10 |
Guest | [size=4]I cant get it workin'. Do u use mpq2k to import em? and to what file do u import them? |
| 11-14-2002, 11:29 PM | #11 |
du kan oxå använda winmpq d e typ lättare :D |
| 11-15-2002, 08:08 PM | #12 |
(Your right that is a pretty cool cinematic effect, and heres how to get it to work) 1. Extract these three files from war3.mpq (using ur favorite MPQ archiver) UI\TriggerData.txt UI\TriggerStrings.txt UI\WorldEditStrings.txt 2. Place all three files in a new folder inside your war3 directory called UI 3. From what i can tell, these files define what the world editor displays through its menus (NEW Texture - Click Here) and they define the location of the resource ie. the NEW Texture file. We need to edit these files to add the new option and define where the new texture is located so our map can use it. To add a new option open up WorldEditStrings.txt A. Do a 'Find' for the word: white mask B. This should take you to a section labeled: // Trigger cinematic filter textures With the following entrys: WESTRING_CINEFILTERTEX_WHITE="White Mask" WESTRING_CINEFILTERTEX_BLACK="Black Mask" WESTRING_CINEFILTERTEX_HAZE="Haze Filter (HERE)" WESTRING_CINEFILTERTEX_GROUNDFOG="Ground Fog" WESTRING_CINEFILTERTEX_HAZEANDFOG="Haze And Fog" WESTRING_CINEFILTERTEX_DIAGONAL="Diagonal Slash" WESTRING_CINEFILTERTEX_DREAM="Dream" WESTRING_CINEFILTERTEX_SCOPE="Scope" WESTRING_CINEFILTERTEX_POW="Pow!" WESTRING_CINEFILTERTEX_SPLAT="Splatt!" WESTRING_CINEFILTERTEX_PANDA="Panda-n-Cub" C. Once you have found this section copy the last line and paste it just below itself. D. Change the string PANDA to something like MYTXTR or whatever you like, just be sure to write it down or remember it. (Not sure if it needs to be all caps but its a possibility) E. Now change what you want the world editor to call the new option you've created. Change the string Panda-n-Cub to My New Texture, again whatever you like but this one has to be in quotes and you dont need to remember it. F. Example: the line could look like this WESTRING_CINEFILTERTEX_MYTXTR="My New Texture" 4. Now we need to define what this new texture is so close that file (be sure to save it) and open TriggerData.txt. A. do a find for 'CineF' and it should take you to a section labeled: // Cinematic filter textures With the following entrys: CineFilterTextureWhite=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\White_mask.blp`,WESTRING _CINEFILTERTEX_WHITE CineFilterTextureBlack=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\Black_mask.blp`,WESTRING _CINEFILTERTEX_BLACK CineFilterTextureHaze=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\HazeFilter_mask.blp`,WEST RING_CINEFILTERTEX_HAZE CineFilterTextureGroundFog=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\GroundFog_mask.blp`, WESTRING_CINEFILTERTEX_GROUNDFOG CineFilterTextureHazeAndFog=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\HazeAndFogFilter_Ma sk.blp`,WESTRING_CINEFILTERTEX_HAZEANDFOG CineFilterTextureDiagonal=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\DiagonalSlash_mask.bl p`,WESTRING_CINEFILTERTEX_DIAGONAL CineFilterTextureDream=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\DreamFilter_Mask.blp`,WE STRING_CINEFILTERTEX_DREAM CineFilterTextureScope=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\Scope_Mask.blp`,WESTRING _CINEFILTERTEX_SCOPE CineFilterTexturePow=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\SpecialPowMask.blp`,WESTRI NG_CINEFILTERTEX_POW CineFilterTextureSplat=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\SpecialSplatMask.blp`,WE STRING_CINEFILTERTEX_SPLAT CineFilterTexturePanda=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\Panda-n-Cub.blp`,WESTRING_CINEFILTERTEX_PANDA CineFilterTextureAnkaa=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\ankaa_void.blp`,WESTRING _CINEFILTERTEX_ANKAA B. Ugly looking huh? Now This is where im not totally sure what needs to be done, however i do know we need to do a few things. Again, copy the last entry and paste it on the next line. CineFilterTexturePanda=cinefiltertexture,`ReplaceableTextures\\CameraMasks\\Panda-n-Cub.blp`,WESTRING_CINEFILTERTEX_PANDA C. Change the first string, CineFilterTexturePanda to CineFilterTextureMyTxtr (I believe this is a variable name used by the world editor? and its not really referenced as far as i can tell, it only needs to be unique) D. The next parameter is the location of the texture. so name your .blp (for help on making .blps see the tutorial section) something like mytexture.blp, and change Panda-n-Cub.blp to mytexture.blp (now is a good time to explain the double backslashes, a single backslash is commonly used as an escape character in programing, ie. \n signals a 'new line' or 'return' and if you are in quotes but want to include a quote in what you want inside the quote you typically use a \" so the program knows its to be included not to end the selection. Now there is a problem if you actually want to use \ since it signals something else.. so they just use a \\ ) By now you've probably figured out that this section defines the path to the texture. I don't believe that it is vital that the path is ReplaceableTextures\CameraMasks\ but you will have to use your MPQ archiver to insert your .blp into your map using this path. So if you dont want to use the ReplaceableTextures path, write it down and i will explain when we get to that step E. Lastly change WESTRING_CINEFILTERTEX_PANDA to WESTRING_CINEFILTERTEX_MYTXTR or whatever you labeled your entry in step 3. These two values must be identical or the new option that you can select has no information and hence no texture. 5. Recaping so far: after this is all done you may now select your new texture in the world editor it should be clearly labeled 'My New Texture' and listed below the Panda-n-Cub thing. You want will select this and use whatever trigger functions you want 'fade in', 'fade out', etc. 6. Save your map and now open your map in your MPQ archiver and add your texture with the path 'ReplaceableTextures\CameraMasks\' so your file could look like: ReplaceableTextures\CameraMasks\mytexture.blp 7. Protect your map ? This should work. I tested it and I think i included all the necessary steps, the only problem i had was my screen didnt fade back in from black after the image was displayed =/ I hope this helps you cause its a cool effect and I couldnt find any other resource that explained how this was done. |
| 11-16-2002, 04:28 AM | #13 |
ok, done some more work on this this afternoon and have hit a snag.. everything works fine using the map included in the zip, and to reenable viewing after the filter fades just use: Visibility - Disable blackmask however there are some limitations on the actual image used for the fade/filter. I thought it might be a size limit at first (the image i wanted to use was about 150 k vs 96 k for the one used in the map). The only other significant qualities i noticed about the image was that it used very few colors, only shades of red and blue.. maybe some grey too. Although I dont know if thats an issue because one of the given images, panda-n-cub has a lot of colors as well.. If anyone knows what restrictions there are on these images please post. |
| 11-16-2002, 04:47 AM | #14 |
HOLY HELL! Damn, XP, you should write a tutorial for this (actually, I think you just did lol). PM Skull or someone and get this made into a fade filther tutorial. It would helpalot of people. -Insaniteus- |
| 11-16-2002, 06:35 PM | #15 |
Ok i figured out what was wrong... To use an image with the camera filter stuff, it needs to have an alpha channel. What does this mean you ask? I have no idea but it has to do with masks and you need it for you image to work. Heres how to add an alpha channel to your image using paint shop pro 7 1. open your tga 2. press shift+I to view image information, in the status box there should be a line that says: Number of alphas: 0 3. close this box, and go to the Masks menu and click New\From Image... 4. for the Create mask from: option Click the radio button: Source opacity and click ok. 5. Go to the Masks menu again and select Save To Alpha Channel... 6. Just click ok in this box 7. Save 8. change image and import as above |
