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Beyond frustration - wav playing with converstation


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#1
Razhathael

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So, yeah I recently decided to launch up the Toolset, start creating something, right? I looked up quite a few guides about creating simple converstations and adding sound files to the lines.

So I did, I did the whole "[IDname]_m" routine, matching up the right audio with the right line, perfectly. I checked that they were all there perfectly many many times. Easy, right?

Heck no, the toolset screws up something so simple. The first 5 lines work great, but then suddenly the NPC says (for example) "Good thing" when it was supposed to say "I know what you mean" and that was the line that was supposed to come after the "I know what you mean". Naturally, I checked once again, and they matched perfectly to the right ones. Logically I switched those two audios' filenames, hoping that would fix it for now. But no, of course not, it's the same thing, and it makes no sense how they magically switch no matter what.

All the files are the right format too: .wav 16 24hz ect.

So, is there any workaround this? No, there isn't, putting up a simple "choose the audio from your computer" from Bioware would have been too simple. Thanks, Bioware.

Also, on a related note, the damn animations "do not match the VO" either.

W: 14:14:55 - 1convo.dlg - Line (1609549714) "That's it really. Nothing complicated. Just settling debts that should've never been made." has animations that extend beyond the VO.

Tried generating and all, success, but when exporting, no, it's all just the default facial animations with no possibility to add any emotions. They sound normal too, it's not some strange high pitched voice with no sense in it, it's normal human speaking clearly.

Yes, I'm raging.

#2
FergusM

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When the NPC says the wrong thing, does the wrong text appear as well, or are the voice and subtitles mismatched?



Also, you are correct that it does not in fact make sense that the lines would switch when you change the labels, providing you changed nothing else. You need to double check the files.



In regards to facial animation, do you mean they are not lip-syncing at all?

For emotions, there is an 'emotion' drop down box under the cinematics tab. These are somewhat subtle, but you should be able to tell the difference between say happy/overjoyed (slight smile) vs sad/nervous (downturned mouth, eyes a little worried looking).



You can also right click on a line and select 'Edit FaceFX' to use FaceFX itself directly, but this can be quite complicated. If you do this, be sure to tick the 'Lock Robobrad' button when you are done to prevent the automatically generated stuff from overriding your work.


#3
Razhathael

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Ah yes, the text doesn't change, it stays as the one it should be. Switching the text would of coruse be easy, but it would mess up the whole dialogue I'm afraid.



As for the facial animation, there is a quite good lip-sync with it. And I chose all the emotions (such as angry/rage ect.) for all the lines, and when I preview that line it shows it how it should be, but when I export it to the game, I get that "has animations that extend beyond the VO" error message, and instead the NPC just talks with the "normal" emotion every line but with great lip-sync.



I guess I should check the FaceFX editing too, seemed a bit complicated when I tried but it's worth a shot.



Also, thank you for responding.

#4
FergusM

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I'm not familiar with the animation error. However, I'm really puzzled by your issue with the audio. I'd recommend clearing out all the audio for that conversation out of your override folder and double check that each line is correctly labelled when you put it back in. You might have some old files somewhere, or etc.

The two lines just play swapped around, yes? Both actually play?

I'm very much inclined to think it's something weird with file management than the game reading it incorrectly or whatever.

Modifié par FergusM, 05 septembre 2010 - 08:16 .


#5
Razhathael

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Something strange just happened, was playing DA casually, decided to check the un-functioning converstation I made ingame again. But all the emotions were there, despite it giving me the error. Also, I figured some temporary workaround with the audio, I just switched the texts for now.

This might just be temporary and change after exporting again, but I'm glad it's working at all. ^^

Modifié par Razhathael, 05 septembre 2010 - 04:25 .