Pregame Storyline Time - When does it cut off?
Hey guys! I was just wondering if anyone knew the answer to this one:
On the solo level pregame storyline part, what decides the amount of time that the text continues to scroll? Is it the length of the audio, or is it the length of the text itself? Or is it a set amount of time? What determines how long pictures with captions stay up?
Thanks!
On the solo level pregame storyline part, what decides the amount of time that the text continues to scroll? Is it the length of the audio, or is it the length of the text itself? Or is it a set amount of time? What determines how long pictures with captions stay up?
Thanks!
anyone needing definitive answers is either too lazy or lacks curiosity...
but here it goes...
extract a pregame collection>open amber> open the pregame collection you extracted>go to sequences>now you'll see the sequence that has the pics that appear on the pregame screen, is named with numbers followed by a coma, example: 12,25,35
now if you change those numbers, the time the pics are shown on the pregame screen, is altered=therefore> place the numbers you want your pregame pics to last, example= 7,7,7,7,7...
the number of comas and numbers you name the sequence is the number of pics you'll have.
if you have 4 pics to be shown>x,x,x,x(example: 12,24,35,11)
if you have 3pics>x,x,x(example: 12,33,22)
the total amount of time this pics last, determine the total amount of time your pregame screen will last....
you'll have to time it according to what you want to do.
there ya go...
but here it goes...
extract a pregame collection>open amber> open the pregame collection you extracted>go to sequences>now you'll see the sequence that has the pics that appear on the pregame screen, is named with numbers followed by a coma, example: 12,25,35
now if you change those numbers, the time the pics are shown on the pregame screen, is altered=therefore> place the numbers you want your pregame pics to last, example= 7,7,7,7,7...
the number of comas and numbers you name the sequence is the number of pics you'll have.
if you have 4 pics to be shown>x,x,x,x(example: 12,24,35,11)
if you have 3pics>x,x,x(example: 12,33,22)
the total amount of time this pics last, determine the total amount of time your pregame screen will last....
you'll have to time it according to what you want to do.
there ya go...
you select the sound for your pregame collection in fear, in the meshes tag, open your mesh and choose the sound you like under pregame sound.
timing your pregame collection is a matter of naming the sequence that contains your pregame pics correctly in amber.
if your sequence is named 20,20,20 it will last 60
if its named 40,40,40 it wil last 120
play around with those values and you'll see the duration changed.
good luck!
timing your pregame collection is a matter of naming the sequence that contains your pregame pics correctly in amber.
if your sequence is named 20,20,20 it will last 60
if its named 40,40,40 it wil last 120
play around with those values and you'll see the duration changed.
good luck!
Thanks, guys, I figured it out!!!
My own problem now is that I need to import the pregame music file, but for some reason after I import it, it plays at like 1/2 speed. I had imported a different file just the other day, and that one worked fine.
Any ideas? I converted the mp3 to an aiff and it sounded fine, but when I import it... 1/2 speed...
My own problem now is that I need to import the pregame music file, but for some reason after I import it, it plays at like 1/2 speed. I had imported a different file just the other day, and that one worked fine.
Any ideas? I converted the mp3 to an aiff and it sounded fine, but when I import it... 1/2 speed...
sound files need to have very specific aiff (or wave) encoding.
IMA 4:1 compression
16-bit
22.050kHz
stereo for pregame music and ambient sounds
mono for sound effects (like unit/projectile sounds)
if it's 8-bit, 11.025kHz or stereo when it should be mono (or vice versa) it'll play at the wrong speed on one platform or another (though it might sound just fine on one).
Edited By lank on 1113010700
IMA 4:1 compression
16-bit
22.050kHz
stereo for pregame music and ambient sounds
mono for sound effects (like unit/projectile sounds)
if it's 8-bit, 11.025kHz or stereo when it should be mono (or vice versa) it'll play at the wrong speed on one platform or another (though it might sound just fine on one).
Edited By lank on 1113010700
*toot*