Post by anno1404 on Apr 18, 2011 22:11:02 GMT -5
All of the cutscenes except for the .bik files (found in /data/movies) are found in the data\cinematics\cinematics.big file as modifiable .txt files.
Since these are simple text files, it is possible to actually modify and make your own videos, but this has never been tried.
SWAP CUT SCENES AND ADD CUT SCENES
It is fairly easy to make it so several cutscenese are shown at once, or swapping any cutscene with another cutscene.
The exception are these ending cutscenes:
...the game ends after at least one of these ending cutscenes.
Below is case 1-1 in data/datafile.big/missions.txt.
I modified this mission so that there are three back to back videos/cutscenes, starting with605_survivor_deaths.
605_survivor_deaths replaced the original 024_framed in the safehouse. 024_framed is the cutscene where Stacey and Chuck watch the news of "chuck" blowing the zombie gate on the news.
Moved to Royal Flush
Video of all survivor death scenes, including 4 suicides:
Backgrounds only show up in correct area
The cutscene location and Chuck's location need to be the same, otherwise the background is black.
For example, if you are in the safehouse and it is a cutscene in the safehouse, the video will show normally.
But if you are in the safehouse and the cutscene is supposed to take place in the underground, the background will be black, and only props (items) and characters will show up in the video.
I tried to make all the 142 non-ending cutscenes start from the beginning of the game, but got stuck in the empty arena again, where you always end up if there is an error at the beginning of the game. I probably put the coding in incorrectly.
From dengarde, how to remove items from cutscenes:
This removes GateHackThingy_Object from Data/cinematics/cinematics.big/54b_Hack_the_gate.txt
Since these are simple text files, it is possible to actually modify and make your own videos, but this has never been tried.
SWAP CUT SCENES AND ADD CUT SCENES
It is fairly easy to make it so several cutscenese are shown at once, or swapping any cutscene with another cutscene.
The exception are these ending cutscenes:
063_ending_a.txt
063_ending_a_b.txt
063a_ending_a2.txt
631_ending_a3.txt
070_ending_b.txt
071_ending_c.txt
072_ending_d.txt
073_ending_e1.txt
075_ending_f.txt
...the game ends after at least one of these ending cutscenes.
Below is case 1-1 in data/datafile.big/missions.txt.
I modified this mission so that there are three back to back videos/cutscenes, starting with605_survivor_deaths.
605_survivor_deaths replaced the original 024_framed in the safehouse. 024_framed is the cutscene where Stacey and Chuck watch the news of "chuck" blowing the zombie gate on the news.
cMissionDefinition Case1-1
{
CaseFileScreenDescription = "80600"
Color = "8117675"
DebugSpawnPoint = "EntryAmericanaCasino"
DescriptionSummary = "80501"
DisplayName = "81551"
Duration = "7200"
ExplicitStart = "false"
LevelRequiredToStartName = "ROYAL_FLUSH"
LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH"
MissionType = "1"
PrerequisiteMission = "Zombrex1GiveZombrex"
ShowInDebugMenu = "true"
StartTime = "25200"
cMissionOnEnter Case1-1-Start
{
cMissionSetAudioParam SetCaseID11
{
AudioParamName = "CaseID"
AudioParamValue = "1.1"
}
cMissionTimer Delay5
{
DeltaTimeSecondsRealTime = ".5"
TriggerXTimes = "1"
cMissionRaiseDialog HideBlackBackground3
{
Hide_Black_Background = "true"
Show_Black_Background = "false"
}
cMissionSendEvent x322
{
Value = "EndCase1-1"
}
}
}
cMissionObjective Case7-1-Objective4
{
cMissionObjectiveEvent x590
{
EventString = "EndCase1-1"
}
}
cMissionLevelReady Safehouse1
{
LevelName = "LEVEL_ROYAL_FLUSH"
cMissionTimer Delay4
{
DeltaTimeSecondsRealTime = ".5"
TriggerBothPlayers = "false"
TriggerXTimes = "1"
cMissionSendEvent x323
{
Value = "EndCase1-1"
}
}
}
cMissionOnSuccess x30
{
cMissionCinematic TriggerFramed1
{
CinematicName = "605_survivor_deaths"
cMissionTeleportPlayer Lounge1
{
SpawnPoint = "End1-1"
TeleportAllPlayers = "true"
}
cMissionCinematic chuckIntro2
{
CinematicName = "605b_survivor_deaths_female"
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro3
{
CinematicName = "609_survivor_deaths" //3rd
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro4
{
CinematicName = "609b_survivor_deaths_female"
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro5
{
CinematicName = "610_survivor_deaths"
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro6
{
CinematicName = "610b_survivor_deaths_female" //6TH
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro7
{
CinematicName = "601_survivor_deaths"
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro8
{
CinematicName = "604_survivor_deaths"
NoTeleportAfterIsOK = "true"
cMissionCinematic chuckIntro9
{
CinematicName = "604b_survivor_deaths_female" //9TH
NoTeleportAfterIsOK = "true"
}
}
}
}
}
}
}
}
cMissionHideTriggerVolume x755
{
TriggerName = "Lounge_Room_Load_Trigger"
}
cMissionSetClock HourFour5
{
Time = "32400"
}
cMissionShowCaseFileScreen Case1_2
{
Case = "1"
Chapter = "1"
EventType = "1"
}
}
}
cMissionOnFail CaseFail
{
cMissionShowCaseFileScreen Fail2
{
Case = "1"
Chapter = "1"
EventType = "6"
}
cMissionSendEvent Failed
{
Value = "Case1Fail"
}
}
}
Moved to Royal Flush
Video of all survivor death scenes, including 4 suicides:
Backgrounds only show up in correct area
The cutscene location and Chuck's location need to be the same, otherwise the background is black.
For example, if you are in the safehouse and it is a cutscene in the safehouse, the video will show normally.
But if you are in the safehouse and the cutscene is supposed to take place in the underground, the background will be black, and only props (items) and characters will show up in the video.
I tried to make all the 142 non-ending cutscenes start from the beginning of the game, but got stuck in the empty arena again, where you always end up if there is an error at the beginning of the game. I probably put the coding in incorrectly.
From dengarde, how to remove items from cutscenes:
cMissionSendCommandToProp Removegatehackthing
{
PropCommand = "17"
PropName = "GateHackThingy_Object"
}
This removes GateHackThingy_Object from Data/cinematics/cinematics.big/54b_Hack_the_gate.txt