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Lipsynch in Toolset, Not in Game


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#1
BloodsongVengeance

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(why me?)

   so i made a really short, simple, goofy cutscene that was only going to take one day, and it fubar'd my whole cutscene module.  i won't go into all the sordid details, but the result is, i had to move the area/creatures/dialogues/cutscene into another module.  and i had to use duplicate, so i ended up with different id#s for the dialogue lines and facefx string ids.

  changing the wav names to the new numbers puts the voices in.  changing the fxm/fxe names to the new numbers doesn't do diddly.  so, i told the dialogue to generate new robobrad, which it did.  the lipsynch plays in the conversation editor preview.  the lipsynch plays in the cutscene editor preview.  but it does NOT play in the game when i run the cutscene.

   i know it's a vanishingly small chance, but does anybody know anything about coupling the lipsynch to the sound files?  or how they become decoupled for the game?  or... ANY clue, wild guess, crazy hare-brained theory????

#2
BloodsongVengeance

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okay, i fixed it.



i copied all the fxe/fxm files into the packages/core override (under [DOCUMENTS]), from the addins\\cutscenes\\core\\override.


#3
-Semper-

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as far as i know there are 4 file types:
- fxe and fsm which control the facial movement
- fsb contains the robo voice and is not needed when custom voice waves are used
- fev which connects the voice and the animations (so do i believe)

if you are using your own voiceovers you don't need to generate the robobrad. align the wave names to the new line ids and just generate facefx. they do belong to the my documents/bioware/dragon age/addins/module's name/core/override folder.

Modifié par -Semper-, 28 novembre 2010 - 01:34 .


#4
BloodsongVengeance

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au contraire, semper.



i have found it is the dialogue and dialogue preview that use the wav files, and it's the cutscene that uses the fsb. (therefore, if you're making dialogues for cutscenes, you need to generate your own fsb to replace the robot voice one that is automatically generated.)



and yeah, they DO belong in the addin'sname\\core\\override. but the ones i had were messed up and didnt work until i put them in the packages\\core.



i have NO CLUE what the fev is/does.


#5
DahliaLynn

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As far as I understand., the toolset does not use actual wav files in their raw form (ever) but rather the generated FSB and an FEV files for all new audio content as well as the sounds already used in the toolset.

The fev files I would imagine contain all the added data associated with the fsb files. They can be the voice animation connection, the sound properties or any other related sound file specific data.

As -Semper- said, there is no need to generate robobrad when you already have existing voice files to be used, and when generating facefx animations they will automatically be associated with these files when they are named with their respective conversation string ids with an _m extension added before the .wav file extension.

For these wav files to be recognized by the toolset for conversion,  they need to be in your /My Documents/BioWare/Dragon Age/AddIns/your module name/module/override/toolsetexport/ directory.

Whenever you need to use a file in your /packages/core/override directory it may mean that something isn't set correctly in your module. This folder basically overrides all other folders and would probably compensate for a faulty or inconsistent module set up either in the particular file/cutscene properties, or the module itself or a combination of the two.

Another possible reason why those files work in your packages/override directory would be in the case where you are using single player as your module setting.

Modifié par DahliaLynn, 29 novembre 2010 - 07:07 .


#6
alschemid

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So I have created the dialogue and I have the wav files named as the ID strings, I have copied the wavs to my override folder but when I ask to generate the FX it says there is no VO. Should I create the FBS and FEV files? How do I do that without the fdp file that the generate VO creates?

Thanks

#7
DahliaLynn

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Your id wav files should have the 9999999_m.wav to be recognized as the VO files...(with the _m)
they should also be in the correct module override folder
My Documents/BioWare/Dragon Age/AddIns/your modulename/module/override/toolsetexport,

I was told to create a folder with the exact name of your conversation file name (without the extension) -though Im not sure if it is relevant. Within that folder place your VO files ...it should then be recognized when you generate Facefx

I guess if you are using single player you might as well do this in your /packages override folder to keep safe :P

Modifié par DahliaLynn, 30 novembre 2010 - 12:56 .


#8
alschemid

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oh! now I see if I generate de VO and the Face fx with my wav files in the override it uses them instead of that robo voice to create the fbs, fev files, and when tweaking the face fx. Maker's breath! I am free of the robo voice!!  :o

Edit: The folder is not necessary, but it is a good idea to organize the files, and you can delete the folder later when you copy the generated fbs and fev files to your override.

Modifié par alschemid, 30 novembre 2010 - 09:28 .


#9
DahliaLynn

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Yes, probably right about the folder. Always good practice to keep your original voice files stored safely though...

What, you don't think Robobrad is sexy? :huh:

;)

Modifié par DahliaLynn, 30 novembre 2010 - 10:47 .


#10
alschemid

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I suppose Robobrad is sexy as a... robobrad can be, which doesn't mean much, btw. :P

I have the original files stored somewhere else far away from the override folders, actually I have so many copies that sometimes I have no idea which file should I use...:pinched: