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HOWTO: Basic NIS

  1. #1
    Member AverageJoe's Avatar
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    HOWTO: Basic NIS

    The NIS Tool is part of the worldbuilder via the button that says "NIS" on it. Before you can place any actors or effects in your NIS, you have to start a new NIS File. To do so, look at the top for a dropdown menu that says "NIS File". In it, select "New NIS".

    Before you can do anything usefull with the NIS tool, you have to understand the timeline. The timeline can be accesed near the play button on the rollup menu (it says "Timeline", so you caint miss it).

    The timeline controls everything that happens in a NIS. Every Camera, Actor, Effect, ect. will have its own place in the Timeline. I explained the timeline a little in this pic:

    Timeline Overview



    Keyframes are the red nodes in the Timeline. Keyframes control what the actors do, when to do it, and how long to it in certain cases (Movement). To insert a keyframe on the timeline, select the apropriate point in the timeline and hit "Insert" on the keyboard. You will be asked different things, depending on where you added the keyframe.

    'I' only add keyframes under the Animation or Custom Anitmation channels for Actors and trigger keyframes for effects. The movement keyframes are generated automaticly (I'll explain later).

    --Adding weapons for troops--
    When you have a soldier for example, your going to want to arm him with some sort of weapon, wether it be a rifle, grenade, or bazooka maybe. Doing this requres two commands for a single keyframe. Select the first keyframe under the solder in the animation channel(use the rifleman.abp actor for this example) and hit insert. When the menu pops up, select the "m1garand_visible" under the STATE list. Change the value "off" to "on" and click update (This is all on the rollup menu). Now hit insert over the same keyframe and find the "rifle_state" command under the STATE list. Change "invisible" to watever suits the scene at the moment (like aim, fire, cooldown, ect.). Now your rifleman should have an m1garand rifle in his hands if you did everything correctly. For a bazooka, you need to use different commands (All under the STATE list still). To issue your fine soldier a bazooka, select the "m9_bazooka_visible" instead of "m1garand_visible". Now add another keyframe on top of that one, just like before, only use "bazooka_state" (....so complicated!). Again, you need to change the settings for the command to suite the scene at the moment. I hope that explains how to give your troops guns. Certain troops will only take certain guns. An engineer actor will NOT take an m1_garand, for example. However, an engineer WILL take weapons that can be picked up in the game, such as bazookas and panzerchrecks. Be carful of which state commands you use as well. A panzerchreck uses the "bazooka_state" command as well. The lightMG42 uses the "lmg_state" command.

    --Moving Actors--
    Another one of the many misteries of the NIS tool is how to actually move your actors. This can be accomplished very easily via the AutoKey button next to the Timeline. Understanding how to use it should be farily straight forward. However, certain things about it make it a little challenging to use effectivly.

    -How it works-
    When you have AutoKey "ON", you may drag your actor where you want him to be. If you are on frame 60, for example, and you move your actor ahead a bit, it will take the time to get to 60 frames for that actor to move to the location you moved him to. Keep in mind, sometimes the actor will move too fast or too slow. Just undo the move then go ahead or back a few seconds then try again. For example, if I moved my actor while at 30 frames, and he went too fast, I would undo the move, then go to 60 frames and try the same move again. A rule of the AutoKey feature is the farther you move your actor, the faster he will go.


    Here are a few pictures to help (maybe):

    AutoKey Pic A


    AutoKey Pic B



    Sometimes you dont want your actor to move as soon as the NIS starts (Maybe he is shooting at the bad guy, for example). To fix this, AutoKey the actor to its current position (Basicly move him onto himself so that there is a pink dot under him), then AutoKey the actor to wherever he needs to be. I hope that explains it enough. Dont be afraid to ask questions!

    -But their legs wont move!-
    Ahh, this is very simple. Add a new KeyFrame to the very begining of the NIS (Or whenever you actor starts moving) under the Animation channel with the STATE command "Locomotion". Whatever you choose here is up to you. It also depends on how fast your actor is moving. I almost always use "stand_slow" for walking and "stand_medium" for running. There are other usefull comands here as well, I just dont want to go through them!



    --To be continued?--
    Last edited by AverageJoe; 2nd Apr 08 at 6:53 PM.

  2. #2
    Azraiel
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    Yay. You are great.

  3. #3
    Azraiel
    Guest
    This is infact incredibly helpful man. I now have a short little clip in the works that I am not sure I would have been able to do without your help here.

  4. #4
    Azraiel
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    question! Is there a way to keep the pace of moving objects the same through out their movement? It seems that they want to keep going faster and faster until they get near the end and then they slow down as if they were braking.

  5. #5
    Member AverageJoe's Avatar
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    That had me confused too. Open the Timeline, then get it so that you can see the movement keyframes for that actor (Like in the first pic in the tut). Then go to the curve editor, select the Position XYZ line and higlight all the points. Click "Smooth". That should do it.

  6. #6
    Azraiel
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    Great thanks. It is kinda weird because my guys will slow down to a stop right before they get shot at, which doesn't make sense because they are being amubushed. So they get shot before this, hit the dirt, then they sort of slide to their position still lol.

    You are indeed a gentlemen and a scholar.

  7. #7
    Azraiel
    Guest
    My question is on projectiles. I would like to have a guy throw a grenade. I can get the guy to do a throw animation, but it seems like I have to make a grenade appear and move in his hand and then follow a path manually. I did this and well, it is difficult and tedious to get right so I took it out. Also, how about diving? Like, a soldier diving for cover. I haven't really looked around for this yet, just a little. Also, great addition.

    Oh, and having multiple camera shots in one movie. How do you accomplish this? I assume you break it up into multiple clips, each clip being one camera shot, and then once all are complete merge them together in such a way that they retain chronological order?

    And also, how do you actually get this to play as it does in the game? Or even how to make this into a presentable fashion outside of Worldbuilder, such as in your short film?

  8. #8
    Member AverageJoe's Avatar
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    I'll cover some of this in more detail in the tutorial later, but for now:

    If you want the soldier to actually "have" a grenade in his hands, you have add the two normal commands for any weapon. "grenade_visible" "On" and "grenade_state" "fire". He doesnt acctually throw the grenade, so yea, you have to add the grenade as another actor in the NIS. Its the only way to see a grenade fly through the air.

    If you have multiple cameras in a NIS, you can switch between them with the 'camera' channel in the Channel folder. Add a KeyFrame there with the name of the camera you want to switch to.

    I use FRAPS for my recording. Its not freeware, but its very flexible. The only downsides about it are how it slows down some games when its running and the large avi files it puts out. I still don't know for sure how to play NIS files in-game though.

    EDIT: I record in the worldbuilder!
    EDIT2: I'll cover the "diving" in the next addition.

  9. #9
    This helped me a LOT, thanks for writing it.

  10. #10
    Azraiel
    Guest
    Ah. Camera work is the last thing I need for my little film to be complete. I figured fraps would be used to get it into an avi file format. But how do you get it to be full screen, IE without all the tools of world builder?

    The movie is done now, except for music. I need some music. I wish i could get this to look more cinematic though. It needs to be played outside of world builder to look proper I think. How did you put the music into your movie?

  11. #11
    Member AverageJoe's Avatar
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    FRAPS only records the game window so you don't have to worry about seeing the toolbar or anything. I also use Windows Movie Maker to add music (And sounds for the move im currently working on) and compress the avi files FRAPS puts out. The wmv format doesnt get offsync when uploaded to YouTube like avi files do sometimes too (And the quality is insane!).

    I'll be sure to add camera work to the next addition (I'll cover the "Hand Cam" effect as well). Its too late now, but I'll try to get it up tomorrow.

  12. #12
    Azraiel
    Guest
    AH, excellent. I can now put my movie up yay for me.

    Ok, so I did a recording and all the purple lines and stuff were in the movie lol. How do you get rid of these?

    Sorry to be a pain in the ass lol.

  13. #13
    Azraiel
    Guest
    I eagerly await your solution to the pink lines, cameras, and special effects boxes that stay in the recording. Everything is in place for my movie, which is a minute and a half long.

  14. #14
    The 22nd Hyperspace Core Corsix's Avatar
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    The UI group of tickboxes; press the OFF button to the side of them.

  15. #15
    Azraiel
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    Wow, I am nub. I didn't even notice those there lol. Thanks a lot.

  16. #16
    Azraiel
    Guest
    GRRRR. Youtube is being retarded!

  17. #17
    Soldat-Hans
    Guest
    Nice!! Please continue!!!

  18. #18
    Is there any known way to change camera FOV? The fisheye thing it has going on is not conducive to setting up tight shots.

  19. #19
    Member AverageJoe's Avatar
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    If you mean "see what the camera sees" but still move the camera then....

    You can change the view type to "Picture". Its under the UI commands on the rollup menu, under "View Type". There is also the option of "Fullscreen".

  20. #20
    No. I mean the camera's field of vision. I'd like to be able to make the camera's actual view tighter or wider, so it has more or less "peripheral vision," if you get what I mean.

  21. #21
    Member AverageJoe's Avatar
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    Oh, sorry. I wasnt thinking earlier...

    Open the camera channel in the Timeline. The first option should be "fov". Just lower the number untill it suits what you want.

  22. #22
    I see, thanks

  23. #23
    Azraiel
    Guest
    Yeah, also when you tighten up the FOV, the camera is going to zoom in on what it is seeing, so take that into account.
    Example, if you change the FOV to 45 from 90 (default), objects will be twice as big than at 90.

  24. #24
    alexcyber
    Guest
    Hello, I tried to follow your guide, but when I enter the mode buttons all nis / gray and voices are unable to open any timeline

    Can you help?

    PS: Coe patch 1.7.10

  25. #25
    Member AverageJoe's Avatar
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    @alexcyber: You need to go to the new dropdown menu at the top that apperas beside "Debug" IIRC and select: File -> New NIS.

    Cheers.

  26. #26
    alexcyber
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    Thank you very much!, But I did not understand how to be a soldier walking by letting a rounded not straight, I try really all ....

    Help

  27. #27
    Member AverageJoe's Avatar
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    You need to bring up the "XYZPosition" and "XYZRotation" of the Actor you moved. At the top of the Timeline is "Curve Editor", select that then select "XYZPosition" of the actor. You should see several dots in groups of three. This chart is just like the Dope Sheet (As its called) in that the farther to the right you go, the farther into the NIS you are.

    Find when your actor turns and select those three points. Once you have them selected (They will be red), click the "Smooth" button on the bottom. I'll add a picture or two if you have any problems.

  28. #28
    alexcyber
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    play nis file

    Thank you very much, I managed to create my first animation, but scusate a question, when I created a simple animation of a soldier who runs the shoot and I saved as soldier.nis, but how do I put this animation in a map and is visible / reproduced?

    Thanks

  29. #29
    Member AverageJoe's Avatar
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    I've managed to play NISes on Campaign maps only (Well, so far). I'm really not looking into relearning all the SCAR code I knew in vCoH.

    I do have a theory though, if your willing to go through the steps (This is only if its on a Multiplayer map):

    1. Make a stamp of the map (Thats right, all of it).
    2. Open up any Single Player map you have extracted (Make a backup first. You'll have to re-extract it if you don't) and flatten all the terrain (I prefer the 1st mission of any campaign, you don't have to edit any save files).
    3. Move any and all objects to one side of the map and Stamp the map in the void.
    4. Open your NIS on that map, move everything to its position on the real map and save it.
    5. Save your NIS as "n01_01.nis" in the mission's nis folder overriding any files of that name (This should be backed up).
    Make a new mod via Corsix but don't change anything.
    6. Copy the entire mission folder to the mod (You might have to manually make several if not all of the folders)
    7. Run the mod in -dev mode and play the extracted mission in your mod.

    If all goes to plan you should see your NIS playing instead of the missions original.

  30. #30
    geraldsilent
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    Can u make a NIS in a homemade map wich isn't really working for playing? Cause I know how to make a map but I don't know how to start/save the map because it says that I need 2 entry points or something wich I placed. Can someone send me maybe a link wich confirms the whole guide (esp basics) for the World Editor for Company of Heroes? Thanks!

  31. #31
    Member AverageJoe's Avatar
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    Playing a NIS on a custom map (In game I mean) requires some Scar coding, so its probably not something you want to start out trying (Unless its easier for you). I can write it up for you though . Oh and you NEED these to save a map:

    A "map_entry_point" for at least two players
    A "starting_position_#" (# = 1-8 or sp) for at least two players
    AND a territory creating object with attached sectors for at least two players.

  32. #32
    Icespeed
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    Thanks very much. This tutorial inspired me to create a NIS.

  33. #33
    Arkensis
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    Nice toturial I'm gonna start mine too.

  34. #34
    Great tutarail done some NIS stuff

  35. #35
    Member AverageJoe's Avatar
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    Heh, glad to see my tutorial still "works"

  36. #36
    One quick question, how do you make units fire like the panther? attacking the cromwell in the first brit mission exept for troops?

  37. #37
    Member AverageJoe's Avatar
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    You'll have to look under the State options for anything that looks like the main gun (Like ##mm_state) and set it to fire when you want it to shoot. It might even be called "main_gun_stat" but I havnet actually used NIS in so long I cain't say.

    EDIT:What I DO remember, though, is that you have to set the gun to "ready" before it will shoot again.
    Last edited by AverageJoe; 28th Aug 08 at 1:37 PM. Reason: Importatn info

  38. #38

  39. #39
    PanzerVITiger
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    when i try to make the weapon visible, it won't show the garand as an option. am i doing something incorrectly?

  40. #40
    That depends. What are you doing when you try?

  41. #41
    Member AverageJoe's Avatar
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    That's simply an on/off option. The weapon is in it's own State category.

  42. #42
    How do you make something stop moving? Like from stand_fast to stand_stop?

    And is there a way to make the camera follow a unit?
    Last edited by Avenger6789; 15th Mar 09 at 12:17 AM.

  43. #43
    Member The War Hero's Avatar
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    To make a unit stop at the end of the keyframe time line you need to add another locolmotion and there you select ethier stand stop, kneel stop or prone stop

    hope this helps
    Who dose the army trust the most? Airborne!
    Who do the laddies love the most? Airborne!
    Who do the nazis fear the most? Airborne
    [Medal of Honour Airborne]

  44. #44
    is there a way to make the camera follow a unit?

    Oh, and how do you get a Calliope to shoot properly? Do i have to put it in the fire state every second frame or something?
    Last edited by Avenger6789; 17th Mar 09 at 2:49 AM.

  45. #45
    Member The War Hero's Avatar
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    Normandy in a god damn trench.
    1. Use Target_Camera and move locator and camera this can take some practice though.

    2. You have to have to have

    Key 1 aim
    Key 2 fire
    Pause
    Key 4 aim
    Key 5 Fire

    ect....

    hope this helped

  46. #46
    So you have to move the camera WHILE you are filming?

    So to fire all 60 rockets i need alot of timelining.....

  47. #47
    Indeed you will, plus if its like the nebel, you will also have to put the rockets in there and a path (arc) for them to follow, and if you want impact from the projectile you will also have to do this, with NIS you you pretty well have to do everything down to the finest detail, there are some pre done animations within relics files for various situations you can use, but most are relatively short and are used for quick camera shots from relics cutscenes. But once you get used to the main functions of it, its not long before you can start making some cool movies, its very addictive I found. I started mucking around with the crows and before I knew it I was making a new version of Alfred Hitchcocks "The Birds", made me laugh....but this is what its capable off, brilliant program they gave us.

    Edit: Was thinking the best thing for you too do is open Relics NIS's to see how they do things, its the best way too learn, from there NIS, to the W/Builder and also there Scar...

  48. #48
    Where do you find the Relic NIS files?

    I still dont get how you can track some units walking past you with the camera, or do you have to move the mouse VERY steadily?
    Last edited by Avenger6789; 19th Mar 09 at 12:57 AM.

  49. #49
    You have to extract them from relics files through ModStudio.....


    All you have to do is extract the cinematics folder using Corsix's Mod Studio (from "Data/Art/Models/Cinematics/") and put the "art" folder in WW2/Data (The "WW2" folder is in your main CoH Directory).

    Once you've done that load up WB, start a NIS and add a keyframe. Browse to the cinematics folder and you should be able to use the aniimations.
    Re read AverageJoe's Basic and Advanced NIS Tutorials, and the posts within it, alot of your answers are in there. In all of relics maps theres a nis folder, with a few cutscenes in them, grab a map(unpack it if necessary to see all the files) then load it in world builder - Open W/Builder (you can do this in a blank map or the map it came with, just remember if its a blank map that most times it doesnt line up level.) then pick up the top toolbar NIS File, then Open the nis you got from map, then see how they do things
    Last edited by sirpsychoj; 19th Mar 09 at 2:35 AM.

  50. #50
    how you can track some units walking past you with the camera, or do you have to move the mouse VERY steadily?

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