| Cutscene creation
Although cutscenes can be a lot of work they are one of the best ways to advance a story and provide information on the wider consequences of the players actions. This was why the decision by TG to switch from the freely available Smacker format used in XvT: Balance of Power to a proprietary snm animation format with X-Wing: Alliance was rather frustrating. However thanks to Isildurs XCR they can now be done for XWA. Rather than crack the snm format and try to produce animations of that type the decision was made to produce a supplementary DLL which would intercept any calls by XWA to play a snm animation (be it a cutscene or one of the large animations) and check for a avi file of the same name and if an avi was found then this would be played instead. The same choice of types of cutscene exist for XWA now as there had been for BoP (ranging from a slideshow to a full motion video) but as with BoP these cutscenes may be large enough to create problems with fitting them into your available webspace. There are various hosting services though as well as people in the community who have access to servers which could accommodate your files though. Recommended software A paint package to resize and edit pictures at a
minimum and possibly to create pictures from scratch for
some types of cutscene. Remember that XCR uses whatever avi codecs are on the users system so when creating use a commonly available codex for your avi so people will have it.
This sort of cutscene is the one most often found in games and can be both the hardest to get right and the most impressive when you do. To produce smooth motion you will need to create 15 frames per second (at least) and so you will either have to do a great deal of work or have automated this either with a 3D rendering/animation package or through some other program that could create frames to link the key-frames you have defined together. One alternative that works surprisingly well (as seen in Order of the Sith) is to create a mission in XWA which can be recorded and replayed in XWAs Film Room. This footage can then be displayed using different camera options so that different camera angles and sequences can be saved from it with a video capture tool. This has the advantage over using a 3D rendering package of automating processes such as lasers and explosions and also means that your cutscene would match the style of the actual game. However you plan to generate the cutscene it is quite vital to have a good plan before you start. Referring to notes and a storyboard as you go through the long process of transferring what you can see in your mind into an animation that other people can see can help to avoid mistakes and wasted effort. Something you may want to
consider is whether to attempt character animation as in
some of XWAs default cutscenes. Conveying fairly complex
plot elements can require the presence of people but
unfortunately character animation is far more difficult
than simply zooming ships around the screen. Although
there are various tools to try to automate character
animation (calculating how flesh distorts or clothing
folds and stretches) these can be complex to use and the
simple fact is that people have an instinctive feel for
how people should move and it only takes a very slight
mistake for this instinct to be triggered and the motion
not feel right. One option for character animation would be to not actually animate the characters fully and combine full motion rendered ships with flickscreen characters in the same way as the Homeworld cutscenes combined drawings and game-engine created cinematics. I have not tried 2D animation to any great extent though I know enough about the theory to know that it would be possible to create it in the same way as was classically done, just with layers in an art package rather than drawings on transparent cels. Therefore I will be assuming from here on that you are using a 3D rendering/animation package and are producing a ship or vehicle based animation. There will be two sources of models for your cutscene, either the Internet where many Star Wars ships are available as highly detailed models or using OPT3DS to convert OPT files. OPT3DS is in some ways the better option both because there are ships which are not available as anything other than an OPT file (either because they are fan-created ships or purely because of the luck of the draw) and because the lower-facecount 3DS files converted from OPT files will render nice and fast compared with higher detail models designed for still pictures. Remember though that if using OPT3DS that this does mirror the model left/right and that if you have dramatic lighting with nice deep shadows and the camera will be close enough to one of the converted ships for this to be noticeable that you will also need to create illumination maps so that windows and other lighted areas are lit. The rears of engines can be dealt with though by setting the material properties to be self-illuminated or through a glow filter. From your planning and storyboarding you should have some sort of image in your mind of how this cutscene is going to look. Try to strike a balance between having the camera chasing the action at close range and having a more static camera at longer range to let people see more clearly what else is going on.
Although a slideshow will have the lowest number of pictures and so the lowest filesize this does not mean that it is the least work. Since each picture will be shown for a longer period of time each picture needs to be of a high standard which can require more talent than producing a relatively simple animation. To produce a slideshow there are several possible methods. Firstly you could try drawing the pictures yourself, which will require only a good art package (or a scanner and some paper) and more importantly a great deal of talent. If you are good then this will produce distinctive results, unfortunately if you are not as good then it will still be distinctive but for the wrong reasons. You can also use the layers option to bring in a picture to trace over which will allow you to convert pictures from various sources into the same style. This could be considered cheating but as real artists do it so can you. Another method would be to use a
3D rendering package to create pictures which can be as
highly detailed as possibly without the problems (mostly
time) that rendering the amount of frames a full-motion
cutscene would require would cause. The more models and
the more complex the models are in a scene the longer
each frame will take to render but the main things that
seem to increase render time are complex lighting
(multiple lightsources, especially with ray-traced
shadows enabled) and some video post effects. The final method would be to take advantage of XWAs ability to produce rather attractive pictures. This was possible in BoP as well but the increased detail of the models (especially if you have downloaded the XWAU patches) and the ability to set the strength, direction, and colour of the lighting greatly increases the prettiness of the screenshots. You can get pictures through this method (see old example) which are very nearly as attractive as those created by converting the OPT files to 3DS and rendering them in a 3D modelling package. Whichever method you use you must ensure that the actions of the ships are obvious and dramatic. You should explore the different options of your paint program, sometimes a simple effect can make things look dramatically better.
Originally when I wrote this guide I compared this with how in some anime you can have a complicated picture with just some blinking lights or even just being slowly fed past the camera or being zoomed in or out on. A much better comparison however would be the cutscenes found in Homeworld and Homeworld: Cataclysm which had hand drawn sequences for various aspects which were fairly simply animated but where the drawings were of a very nice high quality. There is rather a lot of overlap between this and having a slideshow as obviously if you change the pictures of a slideshow fast enough it would be a flickscreen but the way I am defining the terms a flickscreen would be one where you have the same picture more than once but with changes rather than each picture being from a new angle or of a new scene. To make a flickscreen cutscene
you will need to produce some good high quality pictures
either by drawing or rendering and you will need to
decide what changes are going to happen and how you are
going to make these changes happen.
How vital a part of the cutscene the sound is depends on what sort of cutscene you are creating. A slideshow can be just music, a flickscreen needs some effects, but a full-motion cutscene will require a full set of effects and preferably speech. If you need to do a complex soundtrack then you may find it can be quite difficult to anticipate what sounds are or are not needed to make things sound right. Even sounds which would seem like they would be quite important can sometimes be found to be unnecessary. For this reason you should be prepared to mix the pictures and various versions of the sound together several times and to keep plenty of backups of the sound with and without different effects. The first element of the sound I would start with
would be the music as this provides a base on which the
other elements can be overlaid. The choice of music is
quite important as it should fit the feel of the cutscene
and you should have timed shifts in the video to fit with
shifts in the music (for example if there is sudden
fanfare or increase in tempo then something exciting
should happen). The next thing I tended to do with my simple ship animations was to look for any flybys of the camera and mix in at that point the sound effect for that sort of fighter flypast. The volume of this effect would vary depending on how fast and how close to the camera the ship was passing. At this point I would mix the sound and video together to check. Then if all was well I would add laser or missile firing effects and the sounds for any explosions. Again the volume would depend on how close to the camera the firing ship was with those further away obviously being quieter. Mix and check again. Now any special sounds like S-Foils moving or a ship entering/leaving hyperspace should be added. These can be fairly quiet sounds, they may be drowned out by the other noises, so only add them if the event occurs close to the camera. Then should come the engine noise, which I tended to leave until late since I have found that unless there are some quiet bits the engine noise is not really needed, and can act to deaden the sound of the background music. You should be fairly strict with the engine noise and only have ships engines audible if they are really quite near the camera. And finally the voices which could be a real pain to make so they do not sound like someone sitting in front of a PC with a microphone. Some distortion in the voice will make it sound more like the fighter-comm systems heard in Star Wars and a slight echo could make it sounds more like the speaker is in a large room like a starship bridge. Remember that experimentation is the thing, if it sounds right then it is right.
XCR should already be installed, but if it is not then do so. If you are producing a Total Conversion then you would probably be replacing TGs cutscenes but it is possible to supplement them instead. If you add the entries for your cutscenes to the end of cutscene.txt and cutscene.lst, edit cutscene.txt so that all TG cutscenes are played on a single mission, and distribute a pilot who has completed that mission then the players will be able to see the TG cutscenes and have your custom ones appear as they continue with your mission set. The process for installing your custom cutscenes is quite simple. First copy the avi files (remember these should be encoded with a common codex) into ..\xwa\movies\. Then create a dummy file of the same name but with the *.snm extension rather than *.avi for each of these. These dummy files will be seen by XCR which will also see the avi files and therefore play those instead, still acting as a cutscene-replacer but with the cutscene it is replacing being a dummy rather than a proper one. Next you should place the thumbnails for your cutscenes in the ...\xwa\frontres\cutscene\ directory. These should be 256 colour bitmap files which XWA will then convert into CBM files. The TG thumbnails are 90*56 and although larger pictures do work I would recommend your thumbnails are a similar size to this. The list files you will need to edit, cutscene.txt and cutscene.lst, are also in the ...\xwa\frontres\cutscene\ directory. Edit cutscene.lst to add the information that tells XWA what cutscene and what picture are linked. Simply copy and paste a line and substitute your cutscene and picture names for theirs. Note though that although the pictures are *.cbm that in the list file they are *.bmp. Then edit cutscene.txt
which is slightly more complex as there are 5 lines of
information per cutscene. There is a helpful template at
the top of the file though which explains what each line
means but I will reiterate it. With luck all this should work. You can either distribute your cutscenes as one large
zip file with all cutscenes, cbms, and list files in plus
instructions (i.e. copy these to there and these to
there). Section Links: XIS |