Aller au contenu

Photo

[Status] PC Soundset implementation


  • Veuillez vous connecter pour répondre
54 réponses à ce sujet

#51
Malcroix

Malcroix
  • Members
  • 360 messages

KingEtzel wrote...

I have put much time into this already and of course I know where the DLGs are inside of the toolset. My point is, that the game has to recognize the additional DLG/the new soundset. And just by putting an exported DLG into an override directory of your choice (I think I tried all out that there are), this does not work.



OK, I see what you're driving at. The modified GDA points to a new DLG, but even though this new DLG exists in the override, the soundset does not work.

Questions:

1. Are you sure your DLG and FSB are properly done? For testing purposes, as I have already suggested, you might try using EXISTING DLG and FSB, just rename them so they correspond to your new soundset. Will it work then? In fact, I can try this myself.

2. Since we're talking about modifying the original campaign (no point in having custom soundsets if they work only in your own modules), check to see if your new DLG uses lines already present in the core TLK. All the existing soundsets have their lines in the core TLK. If your soundset conversation has new lines, you'll need to incorporate it into the core talktabe, i.e. modify the Single Player campaign. If this is indeed necessary, it is most unfortunate - I have tried to avoid having to use custom dialog.tlk files ever since NWN, they seriously complicate installation and compatibility of mods.

Update:

Reproduced your situation. The issue persists even when using existing DLG/FSB/FEV files under new names (title of the soundset appears at character generation, but no sound is played). So the problem is with the names. They have to be "incorporated" somehow beyond making a simple reference in the 2DA and putting the files in override. 

Modifié par Malcroix, 21 mars 2010 - 06:59 .


#52
sherlockemery

sherlockemery
  • Members
  • 67 messages
So after a looong lay off from this,



I see you have the ability to add sound sets & have them appear under a "new" title. But is this new title simply a separate game resource name that is already there? I notice The Transcendent One appears as Abomination, which is another monster in game. I also notice it does override the Violent voice type.



I've read through your guide, but don't seem to see what enables you to have it appear as another name. I think it is cool, & would be cooler if we could actually enter in a name!


#53
sherlockemery

sherlockemery
  • Members
  • 67 messages
Oh, the other thing I thought of. I noticed the facial animations are off for the sound set. Isn't there a game resource that allows us to generate facial motion? Or is it going to function off the sound set that is replaced under your method?

Edit:

I now have a working Bruce Campbell/Ash soundset.  I'm going to test it a bit & then post it up.  I am over ridding the violent sound set.

Modifié par sherlockemery, 04 avril 2010 - 01:30 .


#54
rlilewis

rlilewis
  • Members
  • 36 messages
I managed to get the new sounds for the default soundsets but like the above poster I wanted to make the facial anims sync with the voice. I checked out the ss_pc_mhuman_violent.dlg file and edited the text for the greeting. The ID changed from 179843 to some random number 68000018. I saved and exported the dialogue file.



Re-built the voiceover file with the new voicefile named with the correct ID (otherwise the build fails) but the character now does nothing for the greeting. Doesn't make any sound and face anims don't play at all for the greeting.



Think I have killed my game now and need to re-install...

#55
rlilewis

rlilewis
  • Members
  • 36 messages
Actually there is a handy function in the toolset which allowed me to restore the dialogue file back to its original state without having to re-install. Can right click the file and view its resource history, then find a check out and restore. Had to rebuild the vo file but its back to normal. Back to square one again.