New Movies Tutorial

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New Movies Tutorial

Post by Redline »

Hello Everone

I have two question:

1 : Gives it a Totorial about, How get i new movies into the ingame

And 2 : Then yes. Where?

Pls tell me
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RE: New Movies Tutorial

Post by Penguin »

One person figured it out but never got round to posting the tutorial <.<
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RE: New Movies Tutorial

Post by [RDH]Zerted »

I assume adding the move would be almost the same as adding a load image. Was anyone able to get a custom movie munged or in the correct game file format?
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RE: New Movies Tutorial

Post by Murdocr »

I think it was Master_skywalker who got movies working in-game
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RE: New Movies Tutorial

Post by FragMe! »

This is from the BF1 mod documentation, I haven't tried so I don't make any guarantees it works.

Code: Select all

SWBF Mod ToolsFLYTHROUGH MOVIES FOR STAR WARS BATTLEFRONT
      VIDEO ASSET DEVELOPMENT AND COMPRESSION:
      Star Wars Battlefront flythroughs, the short video clip showcasing the 
      level in the map select screen, are captured and edited as .avi’s and then 
      compressed into .bik’s using Bink Video by RAD Game Tools INC. The 
      flythroughs are titled using the naming convention of “map1fly.bik” where 
      “map1” is the name of the map. The .bik’s are following the recommended 
      compression guidelines listed on the Rad Game Tools website at: 
      http://www.radgametools.com/binkhcwb.htm. These guidelines are a helpful 
      reference, but of course results will vary depending on the content makeup 
      of the video clip. Experimentation to achieve the delicate balance of good 
      image quality at a low file size is the name of the game. 
      As a starting point, here are the settings used on average for the 
      flythroughs on Star Wars Battlefront: 
      Overall data rate settings: Compress to a data rate (bytes) of 750000
      Keep peak data rate under a multiple of the overall data rate 3.0
      No scaling compression
      How many frames to preview during bandwidth allocation: 12
      Width: 640
      Height: 480
      Contrast: 8
      Smooth %: 3
      Deinterlace: On

      SCRIPTING TO INCORPORATE INTO THE GAME SHELL:
      The next step is to get the .bik file into the shell of the game. 
      First, go to the folder of where the movie assets are contained: 
      Downloadable content\DataTAT3\_SOURCE_PC\Shell\Movies 
      This directory contains the .bik movie and a .mlst text file. For example
      Tat3fly.bik
      Tat3.mlst
      Place the flythrough movie in this directory and create a .mlst text file. 
      The .mlst text file is titled the map name with a .mlst extension, for 
      example, “tat3.mlst”. This is a text file that simply has one line of 
      text: 
      ..\..\_SOURCE_PC\shell\movies\tat3fly.bik 
      Second, go to another directory that contains the scripting file for how 
      the movie should behave: 
      Downloadable content\DataTAT3\Shell\Movies 
      This directory contains .mcfg text files. The .mcfg text file is titled 
      the map name with a .mcfg file extension, for example, “tat3.mcfg”. This 
      is a text file that has a few lines of scripting: 
// transition times used by all movies

MovieProperties()
{
    Name("flythrough_template");
    FadeInTime(1.0);
    FadeOutTime(1.0);
}


// Level fly throughs...
// TAT3

MovieProperties()

{
    Name("tat3fly");
    Inherit("flythrough_template");
    Movie("tat3");
    SegmentList()
    {
        Segment("tat3fly", 1.0, -1);
    }

}
These are all the components used in creating and displaying your 
      flythrough to accompany your map in the shell of the map select screen. 
There is also this topic in the modding FAQ
http://www.gametoast.com/forums/viewtopic.php?t=2244
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RE: New Movies Tutorial

Post by Darth_Z13 »

That won't work though. That's for the background that displays when you click the map name in SWBF1.
RC-1290

RE: New Movies Tutorial

Post by RC-1290 »

Those movies are the movies that you saw in the menu right? I haven't played BF 1 in a long time and I'm not sure, but I think those are handled differently.
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RE: New Movies Tutorial

Post by Jawa_Killer »

look at the files of the shipped map......then look what is in your map and what is missing....SWBF1/2 is using the bink format....u must munge the movie and then by several files into game....from there you can load it with the lua in your map so it's played when you always start the map.....like the diary entries in the campaign.....Qdin tried the shipped movies in custom maps and it worked.....even online (and if you don't want to watch it u just click and then you can choose the trooper)
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RE: New Movies Tutorial

Post by [RDH]Zerted »

We don't have a Movie/munge.bat and _BUILD/munge.bat is missing the movie section (but that would be easy to add in). MovieMunge.exe is included with the tools, so I think all we need for the ability to add custom movies is the Movie/munge.bat. You could do it without the Movie/munge.bat but you would have to build and package the files by hand.

Interestingly but possible unrelated, the retail move files have a .mvs extension which is also used by some Chinese company. That company makes mp4 players.
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Post by Redline »

Must it looks so in the lua
(to exsample)
ScriptCB_PlayInGameMovie("dc:rep3.mvs", "rep3") ? :)
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Post by Qdin »

But you gotta munge the file right :?

I'll tell him to man up and tell us how he got it working. It's 3 months now xP

Zerted, he's DEFINATELY not capable if rebuild and package the files all by himself :lol: So he must've gotten some workaround.
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Post by Jawa_Killer »

i tried something yesterday.......created a bink video........deleted the @ in the shell.bat in the _build section and created a new folder in my data_XXX folder.....then i took the req and deleted everything except the movie section.....then created a new folder called movies/pc and (before i looked in the assets) and made 2 files...ingame.mlst and shell_movies.mcfg and copied my movie inside that folder.....when i run now the munge.bat in the _build/shell folder it creates a shell_movies.config file.....when i delete the movie it appears an error called "cannot munge the movie file".......i don't know what section now should munge the .mvs file but we will find out!

amen

/EDIT: i took a screen of what appears VERY SHORTLY when i run the exe......interesting or irrelevant? :P

Image

/EDIT2: ok i opened munge.bat (renamed it to.txt) and searched what the file is calling up.....



set WORLD_PARAMETERS=
set SIDE_PARAMETERS=
set MUNGE_LOAD=0
set MUNGE_SIDE=0
set MUNGE_COMMON=0
set MUNGE_SHELL=0
set MUNGE_MOVIES=0 <-------------------------------
set MUNGE_LOCALIZE=0
set MUNGE_SOUND=0
set MUNGE_PLATFORM=PC
set MUNGE_LANGVERSION=ENGLISH
set MUNGE_LANGDIR=ENG
set MUNGE_ALL=1
set DISPLAY_MESSAGES=1
set XBOX_COPY=1

seems that the movie file is not created in any shell folder or something like that.....just in a new folder called movies maybe?

/EDIT3: ok forget edit2! i managed to create a ingame.mvs :) i'm going to try if it works ingame now! :)
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Post by [RDH]Zerted »

Ahh, stupid me. I assumed the movies where stored in data_XXX/Movies like data_XXX/Load. I didn't think of looking at shell's munge.bat for the movie info. We have everything we need to munge and import custom movies. Someone just needs to try it out, which it seems Jawa_Killer is doing.

Tip: Run the .exes in a dos prompt (Start Menu -> Run... -> 'cmd' -> [Enter]) and you will see its output without the screen closing.
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Post by Redline »

Puh all this informations are unclearly .

Ok everyone let,s take all these informations in one post. :)
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Post by The_Emperor »

Here comes a story from our man Soul, I asked him on Xfire about it but I don't understand it. :D

Quickly open page 2 where Soul explains the shizzle :D
Last edited by The_Emperor on Wed Apr 11, 2007 10:59 am, edited 1 time in total.
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Post by MasterSkywalker »

I've managed to get new movies ingame, but I won't give it out to ppl, unless Its for a VERY large project like the SWBF1 Conversion Pack.

There are 3 bugs with the method I've found:

1) You've got to replace the stock ingame.mvs in your Movies folder, placing "dc:" tags infront of it or making a new Movies folder in your AddOn folder doesn't work.
2) You need to use excisting extentions, "nabmon02" for example. New extentions like "testvid01", won't work at all.
3) The size of your ingame.mvs will become WAY to big. For 1 vid, you'll get around an ingame.mvs of about 150MB, and for a full one: over 1GB!

I didn't test out extentions that we're used during the alpha/beta stages of SWBFII (these can be found in several campaign lua's), but If these work, you would simply need to record the original campaign vids yourself and re-insert them.

But sadly, inserting new movies in SWBFII is still to buggy to use right now.

@Jawa_Killer:
The Shell does create the movies, I've put all information into Shell/Movies/PC..

- Soul
Last edited by MasterSkywalker on Wed Apr 11, 2007 11:01 am, edited 1 time in total.
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Post by Jawa_Killer »

you are sure that there is no other way? because i think i'm realy far but still some thinks need to be figured out :)

atm my bf2log says

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile

but i won't give up ;)
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Post by MasterSkywalker »

Well, maybe you're right, but for the moment I've only discovered the ingame.mvs method.

Anyway I hope you'll find it, and I'll also start searching again :P

- Soul
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Post by Jawa_Killer »

maybe we could work together ;)

my actual problem is this one

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment kashyyyk123

i can feel it.....we are near ;)
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Post by [RDH]Zerted »

I just finished getting a kill button working (good news, it only works for server host). I'll see if I can't get movies working tonight after I get home from work.
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