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How to use Prerecorded camera in Action Block?
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Jonaeru
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 PostPosted: Wed Jan 30, 2013 9:51 pm    Post subject: How to use Prerecorded camera in Action Block? Reply with quote Back to top

I would like to make cut-scene.
However I don't know how to use camera.

http://goldeneyevault.com/viewfile.php?id=271
I set the same value as Investigation, then camera worked. Smile



00 F5


I changed the value.
00 F0


There may be unknown camera objects.
 
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SubDrag
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 PostPosted: Wed Jan 30, 2013 10:41 pm    Post subject: Reply with quote Back to top

Unfortunately, we never really figured out how to do it. You can only use ones from that particular level, and not change anything, and it might not even work due to different objects. It seems to be some animation type thing.
 
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Jonaeru
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 PostPosted: Wed Jan 30, 2013 10:59 pm    Post subject: Reply with quote Back to top

I see. Very Happy
Thank you for replay.
 
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Jonaeru
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 PostPosted: Fri Feb 01, 2013 6:05 pm    Post subject: Reply with quote Back to top

Prerecorded camera value

Defection
Intro: 00C5 00C7 00C9 00CB 00CD 00EE 00FC 00FF 012E 0133 0103 0105 0107 010B
Outro: 00F2

Investigation
Intro: 00F5
Outro: 00F9 0140 0143 0146 0149 014C 014F 0152

Extraction
Intro: 0138
Outro: 0157

Villa
Intro: 0171 01B7 01BB 01BE
Outro: 017A

Chicago
Intro: 00D0 00D1 00E0 00D2
Outro: 0178

G5building
Intro: 0165
Special: 0191
Outro: 0196

Infiltration
Intro: 0181 0183 0188 00F0
Outro: 017D

Rescue
Intro: 01C6
Outro: 0198

Escape
Intro: 019C
Special: 01CB
Outro: 02D2 02D4

Airbase
Intro: 01E5 016B
Outro: 031A

Airforceone
Intro1: 018C 01D0
Intro2: 018C 01D2
Special: 02DF
Outro: 02D8

Crashsite
Intro: 01B5
Outro: 01D9

Pelagic2
Intro: 02CE
Outro: 02E2

Deepsea
Intro: 01EF
Special: 01D4
Outro: 02D7

Defence
Intro: 02BC 02C2
Outro: 01A2 01AC 0305 0310

Attackship
Intro: 01C2
Outro: 01E1

Skedarruins
Intro: 02E9 02EA 02ED 02F1 02F4 02F9 02FB 0301
Outro: 044C 044F 02C7

Mrblonde
Intro: 0472
Outro: 0474

MaianSOS
Intro: 0476
Outro: 0479

WAR
Intro: 047C
Outro: 0480

Duel
Intro: 0488
 
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SubDrag
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 PostPosted: Sun Sep 29, 2013 7:04 pm    Post subject: Reply with quote Back to top

There is one more one I've found, it's for the beta and still curious, level stage id 4E (slot 26).

It has prerecorded fx 045D, 0464, 0461, 046C

Another note, that level would've had a moon, and stars, we have found beta references of stage id 4E using both.

I have been unable to get it working (well what level do I pick?), and all the pads are FFFF (assigned during prerecorded fx?).
 
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Jonaeru
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 PostPosted: Tue Oct 14, 2014 5:18 am    Post subject: Reply with quote Back to top

I learned that I can edit Prerecorded Fx in "Animation Editor" by export/import, but I could not export well.
Wavefront GEObj Format, .obj file is comment out all.
FBX Format, error is displayed, "Invalid objtoan8 exe".

Please tell me how to export the file.
 
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SubDrag
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 PostPosted: Tue Oct 14, 2014 5:51 am    Post subject: Reply with quote Back to top

I hope you have success editing them! It would be fun to see.
So obj is really just a temporary format, FBX is the only one that really has the valid animation.

First install this (unzip):
http://goldeneyevault.com/viewfile.php?id=255

Then, in Tools->Preferences in editor point the obj2an8 location to the executable in Release folder called objtoan8 or something.

OK, now export as FBX. I have only tested it in XSI modeler though; it my work in any tool that can export/import fbx such as 3ds max or maya, but I do not know. Export the obj of level you want to do it in in editor, then import the level you want to see the prerecorded fx in XSI. Now, import the FBX of the animation. It should add something called Camera, that you can view through, and edit the keyframes. When you are done, just export the Camera as FBX, import to editor...and if all goes well, it will be a new prerecorded Fx you can trigger in animation.

let me know if any questions. Also, there are two "special" keyframe items, I think FBX only supports aspect ratio, but the other one color, I couldn't find in FBX format. I think maybe supported manually in editor, but maybe not.
 
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Wreck
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 PostPosted: Tue Oct 14, 2014 7:21 am    Post subject: Reply with quote Back to top

I'm super interested in this, so any more information we can find out about how it works would be great. It'd be really fun for custom Perfect Dark missions, and - of course - a big help for GoldenEye X. If you learn anything new or get something to work, definitely let us know.
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Jonaeru
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 PostPosted: Tue Oct 14, 2014 7:31 am    Post subject: Reply with quote Back to top

Thank you! I could export fbx file! I needed "fbx20131_fbxsdk_vs2010_win.exe". Smile

I will try to edit prerecorded fx.
 
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Jonaeru
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 PostPosted: Sat Oct 18, 2014 8:51 pm    Post subject: Reply with quote Back to top

I installed "Autodesk 3ds Max 2015 Trial".
I could import FBX file. (00F5 Investigation Prerecorded Fx Intro)
After, without editing anything, I exported the file of "FBX 2013 File" format, and imported it to PD Editor.
However, XYZ coordinate is deviated. It is difficult to adjust the coordinates. Smile

I edited obj file with a text editor and imported it to PD Editor. It was reflected in the Visual Editor, but did not reflect in the ROM.
 
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Wreck
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 PostPosted: Sun Oct 19, 2014 6:14 am    Post subject: Reply with quote Back to top

I think we should start with the really simple level cutscenes, such as those from Mr. Blonde's Revenge. The intro has only two camera angles; one showing Mr. Blonde walking in through the foyer doors, and a second which goes into the back of his head, transitioning into normal gameplay. The outro for the mission is also just one or two camera angles, showing the Skedar ship flying off into the night sky. The Duel should also be very basic. It's likely a single static camera angle.
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SubDrag
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 PostPosted: Sun Oct 19, 2014 6:22 am    Post subject: Reply with quote Back to top

Hmm, unfortunately I only have access to Autodesk XSI Softimage (I use 2013). Is there a trial of that available? I was able to export to fbx, import into XSI, export whole thing to fbx from XSI, and import into editor from fbx, and then write ROM. And the contents were basically the same (minus rounding) after exporting before and after to .obj. I also reopened the written ROM and it had new values.

Also for consistency, I used 00CF Chicago, can you try that too? Perhaps investigation has something interesting I will need to troubleshoot after. Can you try doing that, (skip importing the level for now before testing again after that, may need delete level before export)?

After you imported the manual .obj, did you click "Write ROM"?

Can you provide your FBX file that it exported if that doesn't work?
 
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Jonaeru
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 PostPosted: Wed Oct 22, 2014 8:11 am    Post subject: Reply with quote Back to top

I installed "Autodesk Softimage 2015 Trial".
I selected "File > Croswolk > Import FBX" (I checked Frame Rate and Fill Timeline of Options). Is this correct?
I don't know how to export of "DefaultCamera".

SubDrag wrote:
After you imported the manual .obj, did you click "Write ROM"?

Yes, I clicked "Write ROM" after imported .obj file. It may not work because I chenged only value of keyframerotation?
 
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SubDrag
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 PostPosted: Wed Oct 22, 2014 8:55 am    Post subject: Reply with quote Back to top

When you imported the FBX it should add a camera to scene. I don't think need do crosswalk, file import should be fine, but shouldn't matter. I have 2013 but I'll try and post steps when I get home later.
 
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SubDrag
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 PostPosted: Wed Oct 22, 2014 4:21 pm    Post subject: Reply with quote Back to top

1) Export level as obj from Room Positions mode
2) Convert textures using irfanview to be 24-bit or whatever XSI 2015 supports
3) Import level from obj
4) Export Fbx of animation
5) Import Fbx of animation (File->Import FBX, default options)

http://gyazo.com/e409e40d2bdb6db4c1e1983e0b44e474
http://gyazo.com/e75ee489485438414416db1f6e98d582
6) To view camera, in top left, click the Camera, then switch animation->DefaultCamera
http://gyazo.com/c0ed99b73d063420799a13e3411a7b06

7) Edit animation keyframes in animation mode (or for now just do nothing)
http://gyazo.com/58a34b21acea41acb80439698f8b8acd

Cool Delete rooms, export as FBX (default options), 8 key brings up explorer window there
http://gyazo.com/be9ceb010cfa850773bf3ce88cdbb0d2

9) Import to editor.
 
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