massimilianogoi on 24/2/2008 at 23:30
Working for my mechanists packages, I've experimented to do a new folder under Sounds\schemas called mechanist1, assign it the conversation sounds via sound schema browser, adding the same sound tags as the hammer1, with the difference only in +voice (+voice:mechanist1), and assing it this voice to an AI via AI_Properties->Actor->VoiceTag, but this don't worked.
So I experimented to clear any schemas under the hammer1 folder except the die files, and assign the voicetag at the AI, but the AI speaked freely; I thoug that it just play the deaht schemas, but that weren't.
So I've understood that the conversation are stricly related to the CSC files, and this CSC files loos like some mere compressed file of collection of sounds.
I've tried to open it with the Sound Fore program:
(
http://img98.imageshack.us/my.php?image=cscyf0.jpg)
Inline Image:
http://img98.imageshack.us/img98/7379/cscyf0.th.jpg(
http://img352.imageshack.us/my.php?image=csc2tn5.jpg)
Inline Image:
http://img352.imageshack.us/img352/1861/csc2tn5.th.jpgThe file, when played from Sound Forge, sounds correctly.
Can anybody help me to better understand this conversation matter??
massimilianogoi on 24/2/2008 at 23:55
I noted that in the Utility folder there's a "misc_perl" other folder, that contains some interesting perl scripts, such as "compileschemas.pl", "dumpschemanames.pl" and "manipschema.pl".
Whay use they have?
Beleg Cúthalion on 25/2/2008 at 07:27
If you want them to be played in an FM you don't need to enter the csc files at all (although I already planned similar things). Just have a look at Krellek's Labyrinth: The custom sounds are in a folder in schemas_sfx and have their schema files quite close. If you wanted to change the csc files just for an FM, you'd have to release a (e.g. Patchwise-) patch which changes the csc files of every user because you cannot deliver a new csc file with your FM (because they're just too big).
Yes, the scripts are used to pack them and we even managed here to include a new piece of ambient music into one of them. There is also the (
http://www.ttlg.com/forums/showthread.php?p=1660190#post1660190) Thief 3 Sound AddOn which is the very tool that we used afaik.
PS: I don't think anyone would have been confused if you kept all your sound issues in one thread. :p
Judith on 25/2/2008 at 09:22
If you want your new sounds to be added just assign them to memory.csc an everything should be fine.
massimilianogoi on 25/2/2008 at 16:09
Mmm.. Mayve I am not undestood... I don't wanna add new sounds, that for this I've already provided using the Schema Browser and both the properties SoundSchema and SoundAmbient, I wanna create a new conversation of a new personage, such as mechanist1, combot1, mecpriest1.
In other words, I'm carrying all the T2 conversation in T3, just to add some more character. :)
Beleg, if the program you linked is meaned just to add some custom sound, I don't need it, thanks anyway.
massimilianogoi on 29/2/2008 at 20:00
Then, in the free time, I've done some experiment, so:
1-) moving the folders that are in "Sounds" remains the ufficial sounds, the ufficial speeches, and the subtitles (for other languages than english) remains, the customed sounds vanishes;
2-) moving the csc files vanishes the ufficial sounds and the subtitles;
3-) changing the phrases in the sch files inside the schemas folders don't change the subtitle phrase when gaming, p.e. :
h1_cini_enr.sch:
lang_english 2004-01-15 22:23:09 "Thou wilt die!"
lang_italian 2004-03-04 13:32:00 "Morirai!"
I change the italian phrase "Morirai!" with "Creperai!",
in the game appears the same the subtitle "Morirai!
So, I'm brought to think that both the conversations and the originals subtitles are only in the csc files, but at this point I am wondering why they added also that schemas folders, that contains all that aimless sch conversations...
Furher, I've tried to open that csc files with videolan player, with an interesting result: at the base of any single conversation, the vlc timer start to 0:00:00.
So apparently this csc files are collections of sounds, linked by something, not simply entire sound files.
Judith on 29/2/2008 at 20:51
Conversations were always linked to a certain OM name, AFAIR, so they were limited anyway. Try to fiddle with scripts and camera (matinee) to introduce some kind of dialogue between characters in your mission, instead of wasting your time mimicking the conv system. Player doesn't care about the way you did it, if it looks and feels like a conversation.
Ziemanskye on 29/2/2008 at 21:05
Maybe they are linked to the OMs in some stupid fashion - but if you can use the Memory metafile and the various toys to actually build the conversation anyway, it might copy things over to let you use them that way.
In fact, if you can get it to compile the Memory.csc thing, you can probably force it to let you have new conversations if you find the files and rename them to fit what you want: with luck that would confuse it into putting them into the "new" one rather than leaving them as they are in the old one.
massimilianogoi on 29/2/2008 at 21:06
Quote Posted by Judith
Conversations were always linked to a certain OM name.
OM name means for Original Mission?
Quote Posted by Judith
Try to fiddle with scripts and camera (matinee) to introduce some kind of dialogue between characters in your mission, instead of wasting your time mimicking the conv system. Player doesn't care about the way you did it, if it looks and feels like a conversation.
mmmh that not suffice: the AI must tell the chase when he follows me, such as "for karras and the builder!" or "I approach you, vile toad!", or when I escape from him: "Karras shal smit thee!", etc........ thusly, I don't need of simple conversation, but a method of building a parallele package for ALL the expressions of the mechanists.