If I recall this tool creates lip sync with text only.. I think.
Modifié par Hellfire_RWS, 21 mars 2013 - 11:37 .
Modifié par Hellfire_RWS, 21 mars 2013 - 11:37 .
I think that was the second half of what binary and I had talked about. It requires a wav file. I was asking him about using a text to speech to generate the wav, then have it fed automatically into that. That tool generates proper lip movement for the speech.Hellfire_RWS wrote...
http://social.biowar...3/index/3127934
If I recall this tool creates lip sync with text only.. I think.
As for myself, I prefer not having to click-click-click through the text or wait for it to advance to the next bit (I'm a very fast reader), by way of the text all being presented in a dialogue box, where the user controls the flow of the dialogue.ColorsFade wrote...
What I've noticed about cut-scenes (for myself) is that I will click through the text as fast as I can read them.
Modifié par Tchos, 22 mars 2013 - 12:41 .
Tchos wrote...
As for myself, I prefer not having to click-click-click through the text or wait for it to advance to the next bit (I'm a very fast reader), by way of the text all being presented in a dialogue box, where the user controls the flow of the dialogue.
Tchos wrote...
...some settings make it impossible to even click through it, but I believe that's caused by specifying a delay for a particular line, and not a lip-flapper.
ColorsFade wrote...
I guess I need to look at what a one-sided conversation looks like in NWN1 style.
Guest_Iveforgotmypassword_*
Iveforgotmypassword wrote...
My conversations don't have many options unless it really matters ( which makes the choices more important when they happen as opposed to every single line ) and I don't cater for any form of alignment or mood swings the PC might be having as I prefer to write a story and because of this I don't see how having a cutscene would be slower than a box.
Modifié par Arkalezth, 22 mars 2013 - 02:38 .
Arkalezth wrote...
Question: Why do all these discussions about gameplay preferences (conversation style, lootable bodies/bags, etc.) take place in this thread? It's not like they can't be applied to other modules as well.
Besides, BGR is already in beta, so I wouldn't expect those kinds of things, which aren't really that important anyway, to be changed at this point.
ColorsFade wrote...
That happens to be my preferene as well (as far as constructing dialog goes). There's zero alignment shifting in my campaign. There is also not the standard 3 choices for every response. I mean, why? So the player has the "illusion" that choice matters? And yet all three of those choices will wrap back to the same responses from the NPC... nah. That's a time-waste to a mod builder, as far as I can see.
I'd rather make choices actually matter.
Don't let me spoil the party, but I just find it curious how those things are randomly discussed on a thread about a specific module which is pretty much already finished. I mean, it's kinda weird to read a post about the beta being released, and suddenly, soon after that, something like:ColorsFade wrote...
But what's the harm in discussing it here? I always consider message boards like being in a room at a convention center. Conversations ebb and flow and grow organically. Listen to what you want, engage in what you want. Walk away if something bores you.
Guest_Iveforgotmypassword_*
Arkalezth wrote...
I just find it curious how those things are randomly discussed on a thread about a specific module which is pretty much already finished. ... Which leads to a two-pages discussion about personal preferences, regardless of it being actually implemented in the module.
Iveforgotmypassword wrote...
rjshae.. I agree and for companies that employ loads of staff to make their games and advertise them as role playing games that is all well and good.
But personally if I'm about to write a couple of hundred thousand words ....
Arkalezth wrote...
I mean, it's kinda weird to read a post about the beta being released, and suddenly, soon after that, something like:
"Hey, cool module. By the way, how are you handling this little irrelevant thing? Because I hope you've done it like this: Blah blah blah..."
... Which leads to a two-pages discussion about personal preferences, regardless of it being actually implemented in the module.
ColorsFade wrote...
I look at the screenshots for BG Reloaded and I am blown away. They got it right. Someone spent a helluva lot of time crafting areas to make them that good. And I'm sure if they spent the time to get those areas that well done, they've got the quests and encounters right too. That's a lot of work...
Guest_Iveforgotmypassword_*
Iveforgotmypassword wrote...
Hooray for cutscenes ! Frankly though it doesn't really matter as I just want to know what all the fuss is about and what people keep going on about with regards to Baldurs Gate and how good it was.
ColorsFade wrote...
, no AD&D game had really been done for CRPG.
Modifié par lady_lunatic, 23 mars 2013 - 04:47 .
Guest_Iveforgotmypassword_*
lady_lunatic wrote...
I still have the Baldur's Gate 1 and 2 in their original cardboard boxes somewhere.
Can't recall exact but I remember having to keep swapping discs between areas lol there was a good 6 or 7 discs per game.
Shallina wrote...
With NWN2, and BGR, to have something done right, after working on it I can say it's an average of 50% time on making the area, and 50% on scripting it.