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Timers are inaccurate and Camera's unreliable.


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Posted

The objective: Create a cinematic sequence based on music I have composed...using AI and cameras set to default and locked. 

 

First step was outlining the scenes by noting down EXACT times and changes that should take place, relative to the music of course. I am talking down to the 100th of second. This is no guessing game, I can see the data down to milliseconds in my music software and that's how I came up with the ques. This is all noted in my outline to make the important camera changes as precise as possible. I did the math in the outline, triple checked, and proceeded on making the appropriate timers first. 

 

Since the game automatically pauses at the start, syncing music with a bunch of events isn't going to work. Easy solution: check zone, vehicle crosses into it a few seconds after player un pauses game - thus triggering the music to play and the timer/camera sequence starts.

 

In all I have 20 cameras for about 2 minutes of music. Every time a new camera is activated and the previous deactivated, I also have a subtitle appear for testing purposes, ie "T34s" "AF Camera 3" ect. That way I can confirm if the camera worked and also see the timing. 9 out of the 20 cameras fail to activate. And those failures are consistent down to the same cameras. I marked down the failures in real-time via a make shift spreadsheet. Do I perhaps need to add a 10 or 100ms delay inbetween the deactivate and activation of a new camera? 

 

On to the next issue:

 

The timers seem to be inconsistent to say the least. For example, sometimes I have a couple cameras in a row that have the same duration/timers but in the mission the times are CLEARLY not the same (this is reflected by the subtitle text even if one of the cameras doesn't switch correctly). I have checked the timer values 3 times - they are good to go. You can imagine big changes in music are pretty obvious and when I see the text (and maybe camera if it works...) show up slightly early for one then way late for some other. It's a huge problem.

 

Even if the camera switching issue just needs some delay inbetween activation's, the timers not working properly is just really unfortunate. This could be a potentially epic opening sequence for a campaign. But I'm about ready to throw in the rag and continue on the actual missions again. I thought I'd post to see what you guys think. I guess what I should really do is make a similar test with music and timers and subtitles, but with no cameras. Maybe the camera's are causing the glitch in the time-space-continuum. Who knows. I only have a degree in Bro Science. 

Posted

Salutations,

 

From what you shared... I would indeed experiment with delays in between the activation and deactivation of the cameras. Shoot for getting the failures to activate down to 8. Then 7, etc.

 

Also is there any acceptable way to 'reduce' the number of cameras used and keep the general visual effects you desire with the music?

Posted

Salutations,

 

From what you shared... I would indeed experiment with delays in between the activation and deactivation of the cameras. Shoot for getting the failures to activate down to 8. Then 7, etc.

 

Also is there any acceptable way to 'reduce' the number of cameras used and keep the general visual effects you desire with the music?

 

I could reduce the cameras by 5 or so I guess. But I should have noted... Other than the BoM basic objects and the camera sequence I have described the only other thing in this mission so far is my default Dugino AF objects (AA linked objects). The camera's are literally in a line sitting in some random spot of the map to test.

Posted

I just tested 100ms, 200ms, 500ms, and 1s delays on the first camera that doesn't switch properly. It still doesn't work. 

 

so moving on...

Posted

Could you make the camera changes in video editing software rather than in-game?

Posted

Could you make the camera changes in video editing software rather than in-game?

 

Well Jim I could produce a video rather than have the game play out the scene. But with my plebeian fx8350 making a smooth video just isn't in the cards.

Posted

Well Jim I could produce a video rather than have the game play out the scene. But with my plebeian fx8350 making a smooth video just isn't in the cards.

You'll have to sell it to a big Hollywood producer then. :-D

Posted

On second thought taking into account how simple the scenes would be and the fact I can turn off HUD, 60 frames should be pretty steady... so I am thinking about utilizing the music I have composed to make a trailer video for the campaign at least. 

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