i have been working on this four days, and i am going hoarse from all the screaming!!!!
my toolset and game Will Not Stop Using Robot Voice. it is freekin possessed or something!!!
i created VO wav files for my dialogue. i packed them up with the fdp/fev/fsb. everything goes brilliantly, until i ask the toolset to generate a new facefx for the line. (preview line with new robobrad.) at that point, it INSISTS on generating a robot voice with the new lipsynching/facial expressions. it should not be doing that. it didn't do that the last time i did vo/lipsynch tweaking.
i am following these instructions -- which worked for me before!
http://docs.google.c...6k5g5_5g5dkrgdv
i have made a bit of headway. i DID find out that somehow the toolset generated its own robot-voice fsb/fev files and somehow i got those instead of MY fsb/fev files -- that have MY wavs in them.
so i have placed my fev/fsb files in the add-ins/mymod/core/override (no sub dir), where the generated fxm/fxe files are. then i deleted the temp directory that had the wav.ph/txt/fdp generated files in it.
NOW, when i preview the line, i get my voice and the lip synch for the robot voice. when i hit 'preview with new robobrad,' the toolset goes to the temp directory and creates a whole new directory and fdp and wav.ph and txt file for the line. and, uses smegging robot voice.
i just want it to redo the fxm/fxe, NOT the voice. am i hitting something wrong??? GAH!
ps: i see all over that VO wav files are supposed to be 24000 hz. mine are 44100 hz. when they're wrapped in the fsb/fdp, the game doesn't seem to care; they play fine. when i try to change the hz to 24000 in audacity, darth vader comes out sounding like a chipmunk on helium.
when theyre NOT wrapped in the fsb/fdp, the rpu throws all kinds of hissy fits about fmt bits and wavs not being 24000. so my question is, how do i properly convert them to 24000 hz with audacity? (ie: without chipmunk effect!)
ROBOT VOICE MUST DIE!!!!!
Débuté par
BloodsongVengeance
, oct. 27 2010 02:24
#1
Posté 27 octobre 2010 - 02:24
#2
Posté 27 octobre 2010 - 04:11
not sure if this helps, but this was every step from recording to getting in-game. maybe you missed something and can see it in this vid:
(i recorded at 24000Hz so there is no conversion, so it won't help you in that regard)
(i recorded at 24000Hz so there is no conversion, so it won't help you in that regard)
Modifié par mikemike37, 27 octobre 2010 - 04:12 .
#3
Posté 27 octobre 2010 - 04:16
I have had a problem getting rid of robot voice after it has been activated. In one case I had tested some voice files which worked fine. I then decided to remove them and just have the text, the robot voice persisted and I could not figure out how to get rid of it. I ended up recording blank wav voice files to get the mouth speaking fx without the robot voice.
#4
Posté 27 octobre 2010 - 05:58
Try Goldwave. I've had very good results using this program. You can convert multiple files and record in 24000hz. Using the free version I think you are only allowed 5 or so new saves. But you can exit and reenter the program and save again. Rinse and repeat.
Modifié par marquiseondore, 27 octobre 2010 - 05:59 .
#5
Posté 27 octobre 2010 - 06:39
In my experience when you recreate FaceFX the toolset still looks in ..\\\\AddIns\\\\{uid}\\\\module\\\\override\\\\toolsetexport\\\\ (and it's subfolders) for the correctly named WAVs. For any lines in the conversation without a corresponding WAV it will generate placeholder VO. It appears to do this regardless of whether you have the real VO packaged up in the FSB/FEV.
In other words when you recreate FaceFX ignores your existing FSB/FEV and will overwrite it with a new version. If the real VO samples aren't correctly named and in the correct location you'll get a whole lot of robot!
Admittedly my experience is rather limited!
In other words when you recreate FaceFX ignores your existing FSB/FEV and will overwrite it with a new version. If the real VO samples aren't correctly named and in the correct location you'll get a whole lot of robot!
Admittedly my experience is rather limited!
Modifié par Sunjammer, 27 octobre 2010 - 06:47 .
#6
Posté 27 octobre 2010 - 07:33
okay, i did something, but i didnt write it down.... :X
i took all my wavs and threw them into sound recorder to convert to 24000/16 bit. then i threw them in the TEMP vo directory, and i rebuilt the fdp wave banks to get the new fsb/fev.
i put those AND the wav files into add-ins\\mymodule\\core\\override NOT \\toolsetexport. because this is where the toolset keeps sticking its fxm/fxe files. (i dont know why you guys have yours in the module/override instead of the core/override. i do not pretend to know.) also, i did not delete the files out of the temp vo directory. i dont know if THAT has anything to do with anything, either.
in the toolset... i went to the menu and told it to generate face FX local. NOT VO. i *think* this makes it generate lipsynch to your wav files, instead of to the robot files it originally created. i did not touch the 'preview line with new robobrad.'
what i DID do was change the facial expression for the line once or twice. then hit the regular preview, and that generated a new face fx without killing the voice. but i aint touching that new robobrad thing. i had plenty of negative reinforcement on that!!!
and so.... my entire conversation is now voiced and animated! and i aint touching NOTHING!
beerfish:
did you try the 'no VO in game' checkbox on the lines? i hope you dont need blank wav files to get lipsynch without VO. because i rather like the characters looking as if they are speaking, instead of reading their text while their lips don't move. i'd just as soon tell it to robot voice it all, generate lip synch, then kill the wav files and leave the face fx. :/
(one more hurdle to go for the minigame contest!)
i took all my wavs and threw them into sound recorder to convert to 24000/16 bit. then i threw them in the TEMP vo directory, and i rebuilt the fdp wave banks to get the new fsb/fev.
i put those AND the wav files into add-ins\\mymodule\\core\\override NOT \\toolsetexport. because this is where the toolset keeps sticking its fxm/fxe files. (i dont know why you guys have yours in the module/override instead of the core/override. i do not pretend to know.) also, i did not delete the files out of the temp vo directory. i dont know if THAT has anything to do with anything, either.
in the toolset... i went to the menu and told it to generate face FX local. NOT VO. i *think* this makes it generate lipsynch to your wav files, instead of to the robot files it originally created. i did not touch the 'preview line with new robobrad.'
what i DID do was change the facial expression for the line once or twice. then hit the regular preview, and that generated a new face fx without killing the voice. but i aint touching that new robobrad thing. i had plenty of negative reinforcement on that!!!
and so.... my entire conversation is now voiced and animated! and i aint touching NOTHING!
beerfish:
did you try the 'no VO in game' checkbox on the lines? i hope you dont need blank wav files to get lipsynch without VO. because i rather like the characters looking as if they are speaking, instead of reading their text while their lips don't move. i'd just as soon tell it to robot voice it all, generate lip synch, then kill the wav files and leave the face fx. :/
(one more hurdle to go for the minigame contest!)
#7
Posté 28 octobre 2010 - 05:41
I also find that the real VO files need to go in your module override, not core override.
#8
Posté 28 octobre 2010 - 12:43
when you say 'your module override' and 'core override'...
do you mean ..add-ins\\yourmodulename\\module\\override & ..\\add-ins\\yourmodulename\\core\\override
or do you mean ..\\add-ins\\yourmodulename\\module OR core\\override & ..\\packages\\core\\override
?
because mine are going into the add-ins\\mymod\\core. not mymod\\module.
and can we slap whoever made two overrides out of your module's override? gawd.
now... when i make the dazip... if i have the fsb/fev, i shouldnt need to pack the individual wavs, right??? i mean, that's what the fsb is, isnt it? the wavs in compressed format for the game to use.
do you mean ..add-ins\\yourmodulename\\module\\override & ..\\add-ins\\yourmodulename\\core\\override
or do you mean ..\\add-ins\\yourmodulename\\module OR core\\override & ..\\packages\\core\\override
?
because mine are going into the add-ins\\mymod\\core. not mymod\\module.
and can we slap whoever made two overrides out of your module's override? gawd.
now... when i make the dazip... if i have the fsb/fev, i shouldnt need to pack the individual wavs, right??? i mean, that's what the fsb is, isnt it? the wavs in compressed format for the game to use.
#9
Posté 28 octobre 2010 - 01:53
I have put mine in the addins/yourmodule etc.
I haven't used enough voice over files to be concerned about packaging them up. I've always just dumped the files themselves in the override and off I go. You have named them correctly I take it?
I haven't used enough voice over files to be concerned about packaging them up. I've always just dumped the files themselves in the override and off I go. You have named them correctly I take it?
#10
Posté 28 octobre 2010 - 02:08
Yes, I was talking about the addins/yourmodule folders, which always include a core/override and a module/overrride when the toolset makes a module. Local posts such as the robot VO are generated in the core/override BUT the wiki says to put the real VO in module/override and it works.





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