1. Open the "DragonAge->Toolset->Source->2DA" Folder and there the "playersoundsets.xls"
2. Add a new row by beginning with adding +1 to the counter in column A
3. Give your soundset a short name in column B
4. The StringIDs in column C refer to the talktable/stringtable - if you just want to experiment, take a number that's already there (e.g. 368749 for "Experienced") - that's the name under which your new soundset will appear in the list.
5. Set a gender in column E: 1=male, 2=female
6. set the name for the resource you want to implement (the corresponding DLG and FSB/FSE we will create later)
7. set the race: 1=human, 2=elf, 3=dwarf
8. save the xls somewhere temporary so that you don't overwrite the original file
9. run the "ExcelProcessor.exe" on the modified xls-file - it can be found in the "DragonAge->tools->ResourceBuild->Processors" folder (for further information how this is done, see the WIKI: http://social.biowar...t/index.php/2DA - under "converting XLS files to 2DA"
10. you will get a GDA file of the same filename as the XLS (just with .GDA extension)
11. put this file into the packages->core->override folder of your DragonAge
At this point, the new soundset will already appear in the list, if you have chosen the right gender and race. But still there will be no sound played...
Up to now the game only knows the name of the resource that will contain the new soundset. But this leads at this point into nothing, so we should change this
Open up the toolset and go to the conversation tab of the palette window.
1. Right Click on _Core Soundsets->soundset_template_player; choose "Duplicate" and save it wherever you want; Keep in mind to name it just as you named the soundset in the previously created playersoundset.XLS/GDA
2. Open the newly created resource
3. The root nodes represent the conditions, when a distinct sound should be played. They are followed by a "Continue" that should be irrelevant at this time.
4. After that come several dialog lines all beginning with "[OWNER]" You should fill these with text as this is the soundset itself
5. Every dialog line has its own ID so just add the sounds as you would add normal VO (http://social.biowar...hp/Conversation under "Recording VO")
6. Click on "Generate VO->Generate VO Local" and after that also create the FaceFX
7. You get a DLG file for the "conversation"/soundset and a FSB/FEV set for the sounds themselves in the deep subfolders of the toolset.
As it hasn't worked to just copy those files (the GDA, DLG/FSB/FEV set) into the packages/core directory of Dragon Age, perhaps it works as a module Addon. But I haven't tried that yet... Perhaps some of you could...
---
Addition (copied from a later post to have everything in one place):
Somewhere in the chain from 2DA to playing the sound is a mistake...
playersoundsets.GDA->[ss_pc_mhuman_customsoundset.dlg]->LineIDs of the conversation->FEV file->sounds in the FSB->Play!
The 2DA file should be fine. A new ID is given to the new soundset and it obviously points there.
For testing purposes I modified a soundset-pointer ("Soundset" column) within the range of IDs that were given originally (I suspected that somewhere in a different 2DA there was a limit number of player soundsets set, and therefore the addition we made was ignored). But sadly this wasn't it
assigned "my" DLG file to the previously working entry, this also stopped working. As I reverted my changes, everything was back to normal.
I also tried adding a ".DLG" to the resource's name I added to the 2DA - a desperate try, as all the other resources
mentioned there don't have this
Moreover I kept name conventions for my new soundset: "ss_pc_mhuman_test" Perhaps this is also important for a certain parser in the game to load a soundset correctly. But this still led to no hearable result
I suspect my DLG file to being the culprit, but I am not able to say, why. Every step from that on is automated, so I believe there shouldn't be an error in there. Which leaves the conclusion that something has to be done to the DLG file in or outside of the toolset, to get it work.
Perhaps it is an interference with already in use StringIDs.
Setting the flags in the root node "Ambient Soundset" or "Is Henchman" or both at the same time, doesn't work either.
Modifié par KingEtzel, 12 janvier 2010 - 10:43 .





Retour en haut






