I have some creative commons licensed wav files from freesound.org that I've converted to nwn2 format. And by some I mean 2500+. A tool to generate the placeable sound file from the wav would be incredibly handy, manually creating that many sound placeables would be extremely time consuming.
Request: Automated creation of sound objects
Автор темы:
kamal_
, янв 28 2012 10:19
#1
Опубликовано 28 Январь 2012 - 10:19
#2
Опубликовано 07 Март 2012 - 02:00
I've never looked at a sound blueprint in notepad, but I'm assuming it's probably some sort of binary format.
If they were just plain text (like an SEF file), then automating the process shouldn't be too hard. I've got a program called UltraEdit here at work that could probably do that sort of thing.
If they were just plain text (like an SEF file), then automating the process shouldn't be too hard. I've got a program called UltraEdit here at work that could probably do that sort of thing.
#3
Опубликовано 07 Март 2012 - 10:56
Bad news - UTS is a binary format, which makes batch processing in UltraEdit difficult. UltraEdit has a hex editing mode, but I've no experience using it (let alone creating batch scripts to automate things).
It sounds like you'll need a purpose-written application or toolset plugin.
It sounds like you'll need a purpose-written application or toolset plugin.
#4
Опубликовано 07 Март 2012 - 11:24
I think the general NWN(2) formats work a bit like e.g. TLKs in that they have a header specifying the location and length of the various components. If you open a sound blueprint in Notepad or similar you will likely be able to see the name of the sound file and suchlike as plain text strings right there. Those could easily be replaced. However, if you change it to something of a different length it's likely to screw up the rest of the file, unless you change the header, which would require you to know which bits to change.
As I think I mentioned on the old thread, BioWare had documents on their NWN1 file formats at least (that's how even I managed to write TLK-editing software), and the sound blueprint format probably hasn't changed (at least not much) so if we could dig those out it might be fairly straightforward. Or if someone already knows how the format works. I don't.
As I think I mentioned on the old thread, BioWare had documents on their NWN1 file formats at least (that's how even I managed to write TLK-editing software), and the sound blueprint format probably hasn't changed (at least not much) so if we could dig those out it might be fairly straightforward. Or if someone already knows how the format works. I don't.
#5
Опубликовано 07 Март 2012 - 11:28
Unfortunately those pages seem to have died with the rest of the old site. Someone might have them saved or something, though.
#8
Опубликовано 09 Март 2012 - 12:36
Skywing's stuff is pretty cool, though I personally don't really know enough C++ to use it. What I think Kamal's looking for is indeed basically just a batch GFF modification, though, so it shouldn't be too hard to do.
#9
Опубликовано 16 Апрель 2012 - 12:43
I've been looking at it, and I have no idea what to do with it.The Fred wrote...
Skywing's stuff is pretty cool, though I personally don't really know enough C++ to use it. What I think Kamal's looking for is indeed basically just a batch GFF modification, though, so it shouldn't be too hard to do.





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