How do you implement new soundsets for your NPCs?
I'm not actually ready to implement this, but I thought I'd put the question out to those who have looked into it already so I'll have the answer when I'm finally ready to do so.
My understanding is as follows:
An NPC has a creature blueprint.
The creature blueprint links to a character blueprint.
The character blueprint contains a reference to a soundset.
A soundset is a conversation (templates exist within the toolset) and the relevant combat sounds (or barkstrings) are placed within it.
Record sounds with the appopriate line IDs and place them within a relevant directory to be picked up by the VO generation process.
This all seems fine, except that it is not possible to export character blueprints. If we can't export a character blueprint, how do we possibly link the creature blueprint to the soundset when we're lacking that intermediate resource?
Or does the B2P process automatically pick up the character blueprint when it runs meaning that the lack of the exported file is not an issue?
New soundsets
Débuté par
AmstradHero
, oct. 03 2010 12:29
#1
Posté 03 octobre 2010 - 12:29
#2
Posté 03 octobre 2010 - 12:35
I'm not sure if I'm right, but there seems to be some black magic going on in the background allowing Area Lists and Character resources to affect the actual game. I'd just make sure everything is exported.
You covered everything I can think of. If you ever get a spare moment (or hour, by the nature of modding...) you could test out the steps you already have. If my (flawed) understanding is correct, it should work. (You could even use auto-VO to test it out.)
You covered everything I can think of. If you ever get a spare moment (or hour, by the nature of modding...) you could test out the steps you already have. If my (flawed) understanding is correct, it should work. (You could even use auto-VO to test it out.)
#3
Posté 03 octobre 2010 - 12:36
Yeah, this stumped me too for a while. You don't need to/can't export the character blueprint. Just assigning that blueprint to the appropriate creature will make it work when you export said creature. I've made a custom sound set with no issues, once I figured that out that is.
Modifié par Challseus, 03 octobre 2010 - 12:38 .
#4
Posté 03 octobre 2010 - 12:44
Yeah, just export the conversation and the creature. I'm not actually sure how it picks the right set of lines, since there aren't any conditions... could either be something to do with the comments or with the string IDs. Deleting some of the soundset lines and nodes does not seem to break the soundset.
Notice when you export a creature without a soundset, there's a "could not get sound set for the character" message in the log window.
Notice when you export a creature without a soundset, there's a "could not get sound set for the character" message in the log window.
#5
Posté 03 octobre 2010 - 01:39
Great to know.
I have got a number of creatures giving me the sound set warning message, but they're characters that won't interact with anything, so I'm not concerned.
I have got a number of creatures giving me the sound set warning message, but they're characters that won't interact with anything, so I'm not concerned.





Retour en haut







