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Can't Generate FaceFX with Voice Over (Need help please!)


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#1
Daissran

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I can't seem to generate FaceFX anymore because I keep getting an error. I'm not sure what went wrong, because I was able to generate VO and then FaceFX before. :(

This is the error:

E: 02:05:44 - Failed to do local post of FaceFX data.
E: 02:05:44 - RPU process failed with a return code of '1'.
E: 02:05:44 - Path 'C:\\Users\\Name\\AppData\\Local\\Temp\\FaceFX\\output' does not exist


Now, I went ahead and created the FaceFX/output folder, but that doesn't fix the problem at all, because I still get no FaceFX files (no .fxe files) and the folder I created disappears in the Temp directory.

I'm really confused right now. :( If anyone can help, I'd really appreciate it.

#2
MerAnne

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I don't know what is causing your problem, but I'll list the things that I would look at first....

Do you have (Cinematics tab) the 'player', 'owner', etc assigned?
Is the speaker humanoid?
Do you have a voiceover generated?

And that doesn't actually look like the right folder path, but it could be based on the version of Windows that you are using.

Sorry that I can't be be more helpful. When you find a solution please let us know!

#3
Guest_Corvus I_*

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Is your current process?

save dialogue
move cursor to root
generate vo local
and then
generate fx.

#4
Daissran

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@MerAnne
Yes, I have everything assigned and the speaker is humanoid. I also have VO generated, just no facefx. This is really odd because the error came from nowhere. I'm using windows 7, 86 bit.

@Corvus
Yes that's my current process, after save dialogue though I rename my .wav files with the correct ID, close the toolset and then reopen it, and then move cursor to root, generate vo and then fx.

Thank you two for your replies so far, I'm hopeful that we'll soon get the answer!

#5
MerAnne

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Don't suppose you are using the Steam version? Need to have admin access? (2 different questions)

I MAY be generating facefx later today. I'll try to get all the info on where the files are created. Maybe that will help with your troubleshooting.

#6
Daissran

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I'm not using the steam version. I also tried opening the toolset via run as admin, but that didn't work :(

#7
DahliaLynn

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I used to experience inconsistencies when generating FaceFx. What I ended up doing was going to my Mydocs\\BioWare\\Dragon Age\\Toolset\\resourcepostintermediatewin32 directory and removing any temporary conversation related files with the toolset closed. Then reopened the toolset and generated again. (I did this when FaceFX did not update using new replacement audio files and it works).

Also, hopefully you do put the _m postfix in your audio file names and make sure your original audio is 24000 hz.
Try and remove all the previous fsb and fev (files related to this conversation only) from your overrides so that a fresh new one can be generated for FaceFX  to use after you've generated the new VO.

Make sure you have administrative rights to all of your mydocs files as well.

If everything works properly, when you generate VO you should see a DOS like window pop up calling FMOD to generate the VO. Once that's done, FaceFX *should* work correctly, but every step in the process must be sucessfully performed.

Modificata da DahliaLynn, 06 ottobre 2013 - 02:10 .


#8
MerAnne

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My internet computer and my toolset computer are different machines so please forgive typos....

In the messages, I get

- Using output directory: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\RPUTemp
- Using intermediate directory: c:\\users\\administrator\\documents\\bioware\\dragon_age\\toolset\\resourcepostintermediatewin32\\

The actual directory that it places the files in is:
BioWare\\Dragon Age\\AddIns\\YourModName\\core\\override

There are also files (that aren't needed and can be deleted) stored in:
BioWare\\Dragon Age\\packages\\core\\override\\ts_dlgprev_blentree


Perhaps a mapping error of some kind? :( I don't know, but let me know if I need to look at some more folders/files for you

#9
Guest_Corvus I_*

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"" I rename my .wav files with the correct ID,"" I have never had any luck doing that. If I am making an insertion to an exist file I open a new dialogue under a new name, then use the new lines to link direct to the cut scene. If creating a new npc all new work is linked under the new created name to the UTC of the NPC. Every time I have tried to get past the numbering system by renaming, I have failed.

sorry

#10
Guest_Corvus I_*

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Daissran, it may be worth sending dhague a note. He seems he to have figured out most of the issues with vo/fx. He uses auto for most of his work, but has done some of my voice by adding to existing dialogues.

http://social.bioware.com/221573/

ta-rra

#11
Daissran

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Thank you all so much for your help and kind replies, I'm going to look into everything suggested and see if I can get to fixing.