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Posts from Current questions and answers regarding the map editor. Auto-translated

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#3979
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Well, I've already done that...

Added after 2 hours and 48 minutes
I have a few questions about the videos, which I can currently formulate: 1. When I click on a new object in the Dialog Scene, how do I select my map? I can't find it. 2. Why, when I press E and click on New Camera, name it in English and keep it short, and then press Space to create or edit... the scene, my camera isn't there? Or is it not that simple? 3. How... uh... "film" with the camera, so that it moves at various angles? For example, like in the first video of the Lords, the camera rotates. 4. I'm really interested in the question of how the animations of creatures are made in the videos? So that they run, attack, or die. I looked around and found files where I can try out (view) all of their animations for all creatures. But I don't understand how to use this in practice? That's all for now. I've asked the questions that are really necessary.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3980
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Here is a screenshot of people/computers . Sorry for the zip format, it's just that the file is too large otherwise.
Attachments 1
1 file attached • Total size: 748.0 KB
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3981
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Try launching the map through the multiplayer menu.

Added 11 minutes later
1, 2. I recommend creating videos not together with the map, but through Resource → New MOD. This creates a file with a list of objects created in that mod, and they won't "disappear." 3. There are two types of cameras, let's call them T and E (based on the hotkeys). The E-camera is simply a camera position. The T-camera consists of 2 E-cameras, between which a gradual transition will be made + some parameters (number of circles, direction of rotation, ...). When assigning dialogue, T-cameras are used. 4. Animation for creatures and heroes is assigned by pressing I or 9 on the numeric keypad while the object is selected.
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#3982
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Could you please upload a screenshot showing what the New MOD should look like? This way, I can understand how to format it based on the example.

Added 1 hour 18 minutes ago
Also, one more thing. When I opened the scene where Zephyr meets Wolfshtein and Hangwool, and went into Hangwool's animation (thanks to your advice), the first action was "move." I know what "move" means; as I wrote above, I found these files. But just out of curiosity and for experience, I moved Hangwool a little further back and to the side. Then I turned on the playback, and he still walked to the same point as before. Then I put him far back, assuming he wouldn't have time to reach it. I watched Zephyr talking to Wolfshtein, and in the background, Hangwool was walking :) . But suddenly, completely unexpectedly, after Zephyr's words "...And this is probably...", right in the same place where he should be standing, Hangwool appeared :confused:. The essence of the questions: How do you set the point to which a unit/hero will move, and how did it happen that Hangwool ended up where he wouldn't have reached for a while?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3983
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1. The path for the actor's movement is defined when the "move" animation is already set. In the animation properties tree, open sentences.[dialogue_line_number].CustomAnimations.[animation_number].MovePoints and add one or more points to it. The actor will move sequentially to these points. There is also a property called FinalAngle, which specifies the rotation angle after the movement is completed.
2. If the next animation starts playing before the actor reaches the final point, the actor will simply be teleported there. This is the basis for the teleportation animation in dialogues.

Added 16 minutes later
Could you please upload a screenshot of what the "New MOD" should look like? So I can understand how to format it based on the example.
It will take a while. Everything is intuitive there.
1. Resource -> New MOD
2. Folder - the name of the file, in Latin characters
Name - just a name, you can use spaces.
Description - a description, not required.
3. Next, in the Maps folder, create an h5m file, which will contain everything you have modified and created in the editor while the mod is open. Or rather, it is saved first in Mods\**Folder**, and then packed using the command Resource -> Pack MOD.
Close MOD - ends the work with the mod WITHOUT explicit packing.
Pack MOD - explicitly packs the mod into an archive.
Unpack MOD - opens an already created mod and starts working with it.
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#3984
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Please excuse my slow understanding; you explained everything clearly, but I still don't get it. I named the folder ROLIK. I put a space in the Name field. I didn't add a description. The map closed. When I tried to open it, it gave an error (thankfully, I have a copy). Yes, it's in Mods. And what does your phrase mean, or rather, in what sense:
everything you reworked and created in the editor while the mod was open is saved
. And what do I do next? I mean, I understand that I'll just insert the finished video into the map where I need it, but how do I make the video in that case? I hope I've explained my question clearly enough. Maybe I'm not writing it correctly, or I'm not understanding it correctly...
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3985
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After opening the mod, you create a video. In this case, it is created separately from the map and added to the archive with the map only when it is completely ready. You will not be able to edit the map until you close the mod (don't forget to package it).
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#3986
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Hmm... okay. So, why is it that after I close the editor and then reopen it, the "Recent Maps" section doesn't show my map (i.e., the one I clicked "New MOD" on)? And how do I open a mod (and then close it)?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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#3987
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They are opened as follows: Resource -> Unpack MOD, and then look for it in the Maps folder. By the way, the mod is not related to the map and is not linked to it in any way.
Close MOD - ends the work with the mod WITHOUT explicit packing.
Pack MOD - explicitly packs the mod into an archive.
Unpack MOD - opens an already created mod and starts working with it.
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#3988
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So, I opened the mod, but I see a black screen. Is that normal? Do I need to work with the panel that contains Dialog Scenes, or is there another way?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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#3989
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Varsus
Why, I closed the editor, then opened it, and I don't see my map in the "Recent Maps" section?
I don't know, you can open the map through File -> Open, but the mod will then close. It's better to close it manually so that the files don't get mixed up.

Added after 38 seconds
Varsus
So, I opened the mod, but I see a black screen. Is that supposed to happen? Do I need to work with the panel where there are Dialog Scenes, or something else?
Yes.
Yes, with that one.
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#3990
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So, I opened Unpack MOD, and in Maps, I have 2 maps – Karta 2 and Rolik. I used New MOD on the first one. I opened it (through Unpack MOD), and as a result, I got a black screen, as mentioned in the question above.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3991
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You need to open Rolik.

Added 1 minute ago
I used the new MOD on the first one.
It doesn't matter.
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#3992
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Okay, thank you very much, RedHeavenHero! You really helped me! :smile12: :smile20: I'll figure things out on my own from here. If anything comes up, I'll contact you. Thanks again!

Added 3 hours 17 minutes ago
A few questions about the camera. How do I set the T coordinates for the camera? I don't want it to move in circles or stay in one place. Accordingly, how do I set the E coordinate for the camera? I'm quite concerned about the issue of custom speech. How do I make it? And how do I give it a unique voice (for example, like a Rakshasa)? And the most frustrating and annoying question: I can't find my map, i.e., in Dialog Scenes -> New Folder -> New Object -> ... ->. I'm not creating it together with the map, but I need this map, or at least any other map of mine.

Added 2 hours 27 minutes ago
I have a very unpleasant problem! Almost every time I click on a unit with the "I" key, the editor simply freezes, and I get an APPCRACH error! And it wasn't like that at the beginning, but now I can't even run the game! After pressing "P," there's almost a 100% chance that it will crash with the same error! Why did this start happening? Please answer as soon as possible.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3993
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Check if each dialogue line (including empty ones) has an assigned actor. Every line must have one; otherwise, the game will crash.
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