@bjdbwea: Thanks. You are right that modding this game to that extent was probably never intended and/or anticipated by BW. Fortunately, the Unreal Engine 3 itself has data that is rather well accessible, all things considered. While we are still figuring out how far we can go, it's really people like WarrantyVoider, AmaroK86 and the rest of the ME3Explorer team who did a hell of a job, giving us all these tools. And the good news is, more and more things will become possible as time goes on.
@PKchu: THanks for your omments. THis is exactly why I uploaded this in the first place. I'd like to respond to a few things:
- It's been sme time now since I last played ME2 and I didn't have the "Shepard, you cannot stop us" line in my head like that. There are two things to consider here: 1. The annoyance line is lso a straight quote from arrival and I actually did the exact thing to me the the "cannot stop us" line id to you. 2. I wanted Harby to do a bit less schoolyard taunting here, since this is the great finale, I tried to choose lines with less personal attacks and more general meaning. However, maybe I really should change it, (see next point for an idea on that)
- The line during the run was really mainly a test. And you are absolutely right, it is too quite for Harby which is why I'll take it out until I find a better solution for thi issue. However, this offers an opportunity: THe line reads "You insult a future, you do not even comprehend" which IMO is a pretty cool line as far as Harby-lines go. I might just put a "Shepard" in front of it and use it and use it as the landing line (AFAIK, that line doesn't appear often in ME2, in faact, I think it might even be a cut line so no problem there)
- As for the general volume and effects: I have driven the system as far as I can in that regard. The problem is the following: Most sound in ME3 are recorded at max volume. This means when I export them and add something in, I can't really make it louder. Since I "piggyback" Harby's lines onto ambient sounds, I have very strict limitations there. The actual audio level of any sound within the soundmix of the game is controlled by volume settings, coded in the games sound engine, which is called wwise. I do not have the exact version of wwise that the game uses. The version I have is good enough to convert sounds into a format that I can use in the game but I cannot decode things like the volume settings. Therefore, Harby will never be louder than the ambient sound. As it is, I am already clipping the sound (amplifying ti beyond the max level at the cost of quality) to make it as loud as I can and I am using filters like reverb, compression and bass boost to make him as booming as possible. This is also why, e.g. during the Normandy-escape scene, I de-amplify the ambient sounds, to make him seem louder than he is (I am surprised, you can actually hear an artifact there, I couldn't).
- Speaking of the Normandy-escape: I liked the "hope is irrelevant" line and I think ti's perfect for this scene. IMO the Normandy and all the people on it represent Shepard's hopes and dreams for the future. I wanted to show that Harby thinks in these broad concepts rather than the "insect like" ship itself. Since he finds the whole concept of hope, of saving these people irrelevant, he doesn't even bother to "squash" the Normandy here. This represents a shift from ME2 to ME3. In ME2, the reapers were still in a weakened position, trapped in dakl space and they had to rely on these concepts, even if they are rather meaningless to them. Now, that they are here in force, they can afford to ignore them. Maybe it's a bit too much conceptional reflection to put into one single line but for myself, I still like it

.
- The "you have failed" really does work there, doesn't it? I tried a couple of things but this one came out the best. Also, given the timing of the scene, I can't really use anything much longer than that.
/ You may be right about the "the dead are useless" line. I was reluctant to put it in the first place. I'll have to think about it. It works a bit better if the scene goes on (I ended the video a bit abruptly there) but yea, maybe it's too much.
Anyway, thanks again, I might make some changes yet before v0.2.
EDIT: Sorry Alienmorph, you wrote while I wrote

. Most of your comments should be addressed above. But good point on the "dead are useless" line. I'll see what I can dig up. And no worries about the story board. There is plenty to do in the mean time so don't stress over it.
Modifié par MrFob, 23 novembre 2012 - 12:29 .