Modifié par iakus, 07 mai 2013 - 02:57 .
MEHEM - the Mass Effect (3) Happy Ending Mod - No more star kid, no more deaths and a reunion
#4601
Posté 07 mai 2013 - 02:53
#4602
Posté 07 mai 2013 - 06:12
MrFob wrote...
@Julia: I'll have to insert the music into the game itself as a music track, so that it will play continuously while different videos are loaded and played (using this method). The voices (and sound) have to be encoded with the videos and as such, the sound engine of the game recognizes them as sound effects.
The final mix will have to made by testing it in game and figuring out the best volumes at each state of the video by trial and error (a very tedious process, which is why I have not really perfected the sound mix of the video so far)
One more issue is that the music is subject to in-game triggers (such as changes in volume) which we cannot control. However, the ending music seems to be free of those triggers for the most part so there shouldn't be too may problems there. It would probably be best if at some point you could send me an example track (even if it is unfinished) so that we can already have a look at the timing and make sure that everything works well together.
Unfortunately the final test has to be how things come together in game. This makes things a bit more tedious than if it were just video editing but we should be able to figure it out.
The timing is really close. We're talking like 2 to 3 seconds. In fact, I think the whole thing is going to fit just fine. Any changes are so minor at this point they can be worked out by a change of one beat per minute for a short section.
The reason why I was asking about the voice for the cutscene was that I had an idea for evening volume levels, but it would require all the voice to be part of the music track. It would make use of side-chain compression which would duck the music under the voice only when the voice is spoken.
I use that technique a lot with bass and kick drums since they occupy the same frequencies, always ducking the bass behind the kick. Otherwise you have to make one too quiet to avoid clipping.
I'll see if I can bounce the orchestration over the next couple of days. It's a raw mix right now. I'm guessing you want 24 bit 48 kHz? It's in 24 bit 44.1 kHz at the moment. That's what the demo version would allow and I continued in that when the full version arrived.
#4603
Posté 07 mai 2013 - 10:44
MrFob wrote...
@Jadebaby: Yea, as Julia said, there will definitely be a v0.4 with extensive changes to v0.3. It will still take a while for it to be out though. I am want to include a lot of stuff in this and in about a week I am leaving on another trip and wont be back until early June. That's when i am going to start to work on my share of things in earnest.
Also thanks for the link. That video has been around the forums for a while now. I saw it (although without sound so far). IMO it's great editing work. I especially like how he slowed the Normandy battle scene and inserted some bits from other clips. All i all, it uses very similar scenes in the end though (did I spot the color corrected thanix cannon from ME2 in there ?).
I am definitely not going to insert scenes from the old catalyst chamber since we have an extraction scene from the control room by now (and given that Julia is working on a soundtrack that is very dependent on timing, I am hesitant to do major changes for this particular part of the scenes at this point).
Anyway, all in all, I think it's a great edit. Kudos to the author.
@IHJ: I'll try an end you the changed citadel model before I leave. I hope it works out with the uv maps.
@cfs3corsair: About the ETA for v0.4, see above. Sorry but I am very hesitant to give definitive ETAs because it very much depends on what's coming up in real life for me (and now also for all the others who are contributing). So the only thing I can tell you is that I things will start moving in June and we'll take it from there. I will try to update this thread on a regular basis though, once there is more to tell.
@Mdoggy1214: Hey, nice to see you again. Yea, check out Iakus' links and the OP (it's got change logs) and also this very post.
@Mr Fob: Thanks so much! I'll change it as soon as I receive it. I'm on a hiatus due my house moving, but I'll return soon to work. I have recorded the first scripted sequence, but I still have to add the Harbinger flight sequence to it. Once done, I will probably record two remaining voices (mine) and ask for the first VAs to see the sequence and record their lines.
@Cfs3corsair: Well, not sure of when I'll be ready. To be honest, I'm very short of time right now. Is true that the sequences remaining are fewer each time I make something, but not sure of when will be finished. There are lots of things to polish. From sequence 1, there are very little things remaining, but sequence 2 is at middle-record and sequence 3 is not started. :innocent: I want it to be as close to bioware as possible. At this moment, I don't even have internet on my new home...
@All: Has anyone an audio clips from a batarian and a turian saying epic stuff about killing, murder, combat or something?
#4604
Posté 07 mai 2013 - 05:16
Ironhandjustice wrote...
@All: Has anyone an audio clips from a batarian and a turian saying epic stuff about killing, murder, combat or something?
You could use the Mad Prophet speeches, he says some crazy stuff, or Balak from BDTS...
As for Turian... No idea really... Why don't you say something yourself and just edit the audio with an editing program or something?
#4605
Posté 07 mai 2013 - 05:25
Jadebaby wrote...
Ironhandjustice wrote...
@All: Has anyone an audio clips from a batarian and a turian saying epic stuff about killing, murder, combat or something?
You could use the Mad Prophet speeches, he says some crazy stuff, or Balak from BDTS...
As for Turian... No idea really... Why don't you say something yourself and just edit the audio with an editing program or something?
ME1 - BDtS Batarians' "Release the
Otherwise, MP-VO has some okay enough lines for both Turians and Brotarians. "Enemies destroyed!", "Hostiles neutralized!", etc.
May go and try to dig them up in the game-files, or else try and look for some okay enough, non-commented playthrough for BDtS, at least.
Modifié par Chashan, 07 mai 2013 - 05:27 .
#4606
Posté 07 mai 2013 - 06:18
#4608
Posté 08 mai 2013 - 12:00
#4609
Posté 08 mai 2013 - 07:47
Well done.
That's all. I'm tired. But thanks.
#4610
Posté 09 mai 2013 - 03:54
#4611
Posté 09 mai 2013 - 06:32
#4612
Posté 09 mai 2013 - 10:19
twinsfun wrote...
https://www.facebook...location=stream
check this out
At the risk of temporarily derailing this thread, a continuation would be nice but BioWare has said time and time again that Shepard's story is done. Besides, all those associated with ME have moved on to other projects or are no longer part of BW. Alas, I really can't see anything happening that would change their minds.
*We now return to our regularly scheduled thread*
Modifié par MageTarot, 09 mai 2013 - 10:22 .
#4613
Posté 10 mai 2013 - 09:00
#4614
Posté 10 mai 2013 - 10:30
Be cool if you could put Shiala in as a quadmate in ME3...
#4615
Posté 10 mai 2013 - 10:40
#4616
Posté 10 mai 2013 - 10:41
Say Shepard is lying with Anderson on the Citadel. After Anderson's death, the game runs a check to see if you saved or destroyed the Collector base in ME2. If you saved it, you get the brain. If not, you get the heart.
So, I was thinking, if you saved the base, instead of going through the regular MEHEM ending, you would proceed as normal to the Catalyst. It could be either EC endings or one of Mr.Fob's MEEM endings. You could reason that the brain, portraying itself as the Catalyst, offers you a more diverse and unique set of uses for the Crucible, since it can think for itself and analyze the situation.
On the other hand, if you destroyed the Collector Base, MEHEM plays through. You could reason that the heart's raw power would be enough to destroy only the Reapers. This is an important factor, since the Catalyst could explain in the other ending that the average ''Destroy'' option could not differentiate the Geth/EDI from the Reapers, since it's missing raw power.
This is just an idea, but I think it unites pro and anti-enders as well as recognizing an important choice in the trilogy. It would also add more replayablity the the series as a whole. Don't know if it really is as simple as I think it is, but it could be interesting.
Modifié par chris2365, 10 mai 2013 - 10:42 .
#4617
Posté 10 mai 2013 - 11:08
chris2365 wrote...
I just got an idea to incorporate this mod into an even bigger ending:
Say Shepard is lying with Anderson on the Citadel. After Anderson's death, the game runs a check to see if you saved or destroyed the Collector base in ME2. If you saved it, you get the brain. If not, you get the heart.
So, I was thinking, if you saved the base, instead of going through the regular MEHEM ending, you would proceed as normal to the Catalyst. It could be either EC endings or one of Mr.Fob's MEEM endings. You could reason that the brain, portraying itself as the Catalyst, offers you a more diverse and unique set of uses for the Crucible, since it can think for itself and analyze the situation.
On the other hand, if you destroyed the Collector Base, MEHEM plays through. You could reason that the heart's raw power would be enough to destroy only the Reapers. This is an important factor, since the Catalyst could explain in the other ending that the average ''Destroy'' option could not differentiate the Geth/EDI from the Reapers, since it's missing raw power.
This is just an idea, but I think it unites pro and anti-enders as well as recognizing an important choice in the trilogy. It would also add more replayablity the the series as a whole. Don't know if it really is as simple as I think it is, but it could be interesting.
The way I heard it described (MrFob correct me if I'm wrong) but MEHEM actually overwrites a lot of the ending files. So I do not believe it is possible to keep it and allow for the standard ending options as well. Thus the "choice" has to be in the installation of the mod.
#4618
Posté 10 mai 2013 - 11:31
Getorex wrote...
MrFob and company, good news. WarrantyVoider has done some coding magic and fixed some issues in ME3Explorer. I can now get character body mesh edits/changes into the game without artifacts and without crashing. This could well mean we can make mesh changes all over the place and get them into the game! WV even managed to create a totally new test character (just a stick figure) and get it into the game in replacement for another character. The stick figure moves properly and is on the squad with Shep and Liara. I'm importing my various Ashley mods and working on others. Hopefully, this is the damn breaking.
Sweet!
#4619
Posté 10 mai 2013 - 11:58
iakus wrote...
The way I heard it described (MrFob correct me if I'm wrong) but MEHEM actually overwrites a lot of the ending files. So I do not believe it is possible to keep it and allow for the standard ending options as well. Thus the "choice" has to be in the installation of the mod.
Correct, MEHEM replaces Bioware's endings.
#4620
Posté 11 mai 2013 - 02:51
wwinters99 wrote...
iakus wrote...
The way I heard it described (MrFob correct me if I'm wrong) but MEHEM actually overwrites a lot of the ending files. So I do not believe it is possible to keep it and allow for the standard ending options as well. Thus the "choice" has to be in the installation of the mod.
Correct, MEHEM replaces Bioware's endings.
It's furthermore dependent on whether we'll get there yet to include all-new plot-flag variables.
Theoretically, as not all the 'colour'-videos are re-purposed in MEHEM as of now - Blue and Green wave, respectively as well as 'original' Red memorial - those could be replaced with new video-material.
Idea wouldn't be too shabby, though, as the way the final decision on the Collector-base is handled in the game as is can't be called anything but pitiful.
#4621
Posté 11 mai 2013 - 03:06
Chashan wrote...
wwinters99 wrote...
iakus wrote...
The way I heard it described (MrFob correct me if I'm wrong) but MEHEM actually overwrites a lot of the ending files. So I do not believe it is possible to keep it and allow for the standard ending options as well. Thus the "choice" has to be in the installation of the mod.
Correct, MEHEM replaces Bioware's endings.
It's furthermore dependent on whether we'll get there yet to include all-new plot-flag variables.
Theoretically, as not all the 'colour'-videos are re-purposed in MEHEM as of now - Blue and Green wave, respectively as well as 'original' Red memorial - those could be replaced with new video-material.
Idea wouldn't be too shabby, though, as the way the final decision on the Collector-base is handled in the game as is can't be called anything but pitiful.
Well, I just proposed the idea because I found it odd that finding some lost Matriarch writings can net you the EMS difference between the Reaper Heart and brain ! I was seriously hoping that a Collector base full of Reaper technology could help us more.
As for it's feasablity, it looks like we aren't quite there yet. Would stil be a pretty interesting idea in the future. Thanks for the answers
#4622
Posté 11 mai 2013 - 03:07
And don't worry about taking your time. As I said, I am going to be away for the next 3 weeks anyway.
@IHJ: Sounds cool. I am guessing you need these sound clips for the harby battle. The Turians might have some lines in the Menae mission. As for the Batarians, I agree with the others. BDtS might be our best bet. Maybe some combat soundsets.
@Getorex: Yea, that stuff is pretty cool. I am aleways checking the ME3Explorer forums for news, saw it there. This opens up a lot of possibilities for other mods. I saw your thread about changing character models. Looks like you are on to it. Nice stuff.
@McBlade223:The problem with adding Miranda/Jack to the Normandy is not so much their that modding meshes and textures is hard (we don't really need to mod them at all since they are already there). The problem is adding them to this level and activating them under the right circumstances, especially because this level is part of a DLC. WV has made the new DLC patcher which makes this possible but I always wanted to keep MEHEM viable for the vanilla version of the game. However, it may be possible to make an add-on for mEHEM now, which adds them to the game. It's still difficult to do but I think it might be feasible. I'll have to check it out when I get to work on the mod again in June.
@chris2365: While this is a very good idea (I'd love to do something like that), I am afraid the others are correct. MEHEM messes up the EC files pretty badly. You'd basically need to duplicate the whole DLC archive and somehow add it to the game again in order to get both, MEHEM and the original endings into one game. Right now, I don't think I could do this kind of extensive modification.
Modifié par MrFob, 11 mai 2013 - 03:12 .
#4623
Posté 11 mai 2013 - 05:18
MrFob wrote...
@McBlade223:The problem with adding Miranda/Jack to the Normandy is not so much their that modding meshes and textures is hard (we don't really need to mod them at all since they are already there). The problem is adding them to this level and activating them under the right circumstances, especially because this level is part of a DLC. It's still difficult to do but I think it might be feasible. I'll have to check it out when I get to work on the mod again in June.
All I want is to hug Jack. So if this works out I'd be a happy Shepard.
Can't wait to see what V.4 brings. From what I have seen it will be epic!!!! Thanks again to everyone for all they are doing. I still can't believe this is all happening in the first place.
#4624
Posté 11 mai 2013 - 06:23
MrFob wrote...
@Julia: With wwise I can recode any sampling fequency and bitrate you give me to the game's specs so there shouldn't be a problem. However, I can tell you that the game's original track for "an end once and for all" is encoded in stereo in 32 kHz and a an average of 71544bps (not sure what that translates to but that's all the info I can get out of the original file). I guess the higher bit rate you can give me the better. downsampling shouldn't be a problem if necessary.
And don't worry about taking your time. As I said, I am going to be away for the next 3 weeks anyway.
You sure you don't have bps and kHz reversed? I don't know of anything like that in audio.
My working files are in 24 bit 44.1 kHz which is the the sample rate of my orchestral samples.
Let me explain some of this gobblety goop for people. It's "32 bit" 71544 kHz audio. It's not 32 bit as in true 32 bit, it's 32 bit floating point which is really 24 bit + 8 bit. The reason they do this is because some audio engineers think they can hear the difference.
Do any of you remember vinyl records? Those were the equivalent of 8 to 13 bit digital depending upon how worn they were and how expensive your hi-fi system was. 16 bit digital CDs are quieter. 24 bit digital is even quieter. They're doing this 32 bit stuff so they can blow out your eardrums in movie theaters. The bit rate affects the noise floor. Cassette tapes were the equivalent of 8 bit.
Now that 71544 kHz is a weird one, but it's the Nyquist frequency. You want that above 22500 Hz (your dog might hear it here). Anything below that you'll hear if you're a kid. At my age you're not going to hear it unless it's at 11,250 Hz. CDs have it at 44.1 kHz. DVDs 48 kHz. That's the frequency where they dump all the noise when they dither the audio during the mastering process. I don't have an option available for 71544 available on my mastering software and I have Sony mastering software latest upgrade. Some people say they can hear the difference between 44.1 and 88 kHz, but I don't believe them. I can't tell the difference.
@ MrFob: I can get you 32 bit float 96 kHz, but the file is going to be around 250 MB. I don't have a FTP site. You should probably get me a PM with your mailing address so I can send you a thumb drive with the file.
I'm just about done with the mixing of the music. I decided to drop the orchestra in the Philharmonic Hall in Leningrad. I have the acoustic impulse response for the hall. It sounds huge.
The sound FX -- I've got the gunshots of the guy at the end matched up perfectly. That first head shot you couldn't ask for better timing. The assault rifles in the first part are also buried under music, but you'll be able to hear them. and they're timed well enough. I've got imaging plugins, and I can get a 3D effect. I think you'll be pleased with the result.
@ MrFob -- Actually tis better to upsample than downsample. You can introduce jitter. So if I give you a 32 bit (floating) 48 kHz file and you upsample it to 32 bit (float) 71544 kHz, there will be less jitter than going from 32 bit 96 kHz, because cramming the Nyquist dithering noise from 96 kHz to 71.5 kHz even though inaudible can create standing waves which may be audible. At least that's what I've been reading.
Modifié par sH0tgUn jUliA, 11 mai 2013 - 06:55 .
#4625
Posté 11 mai 2013 - 08:06
Well, the numbers I gave you there was the output of ww2ogg when converting the files from ME3s format to ogg format. Maybe they got it wrong. I think it's ok if you just send me whatever your usual output format is. I have converted all sorts of different formats, sampling rates, etc. into ME3 sounds and music with wwise and it worked out every time so it shouldn't be a big deal. If it doesn't work, I'll just let you know and we can figure something out from there but I am pretty sure that it'll be fine.
As for the bps, I think what wwise does is to adjust bps, according to what the sound requires at each point in time and this prog just gives you an average. E.g., when encoding long stretches of silence, file sizes are extremely small but when encoding a large range of frequencies and amplitudes, files get rather big.. When encoding new sounds, you can't really predict the bps until you are done so don't worry about it..I'll just run it through wwise, add it to the game and see how well it turns out.
Modifié par MrFob, 11 mai 2013 - 08:11 .





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