massimilianogoi on 15/8/2008 at 08:50
Thanks! but that was nothing...
For that purpose, I'm searching for someone who understand well english spoked, not like me :D.
I can only understand well reading (with the translator many times, of course :p ), but not earing. Can someone help me for the Thief 2 voices translations? I need of the text, for putting them in Thief 3.
If somone will be volunteer, I will send him via mail the audio files, and he could after send me the text layout.
Beleg Cúthalion on 23/8/2008 at 18:04
Quote Posted by massimilianogoi
It depends on how many stuffs you put in.
So, if I got this right, you want to add your Mechanist schemata to the CSC files and ship them with an FM. I don't know how big a set of Mechanist voices is, let's say 10MB, and you want to add them to a 100+MB file and ship that one...?! :weird: Do those sets only work when the files are in a csc archive? Krellek's Labyrinth had custom sounds which were (along with their schemata) in the "Sounds" folder of CONTENT\Thief3\..., without any csc archive, since T3Ed reads this folder as well and thus allows us to ship single sound files with an FM and not a whole new csc archive. Unless of course the sets only work that way, which you must tell me.
massimilianogoi on 23/8/2008 at 22:14
Quote Posted by Beleg Cúthalion
... Unless of course the sets only work that way, which you must tell me.
Exactly!! The sets works only in that way.
But, before, let me explain what the things goes:
we have the whole conversation of our friend Mechanists in wav files, but it is necessary to put alle the four voices? It depends on what the builder wants to do with them in the mission.
Let's suppose that in the mission we have only one chatacters of Mechanists, I will be enough just add his voices package to an already customized set of sounds.
Why I speak about a customized set of sounds? Because in a mission we don't need all the sounds present in the original CSC, so it would be a good idea to cut the schema, and compile just what we need, such as blades noises, explosions, arrows, flames, steps, some another spoke characters, and some other.
The CSC group is not of 10 MB, is greater: in my actual tests, it is about 45MB. So, if you have a mission without the CSC of 100 MB, with them will be of 145.
Almost everyone here have a large bandwith connection, such as DSL, so it should not be very problematic to download missions of that size (at leas I think).
MH.TheFreak on 24/8/2008 at 08:35
Quote Posted by massimilianogoi
Almost everyone here have a large bandwith connection, such as DSL, so it should not be very problematic to download missions of that size (at leas I think).
...except me :p I'm living in an small village, where fast connections are still unavailable... That's the reason, why it is difficult for me to get new T3 missions.
massimilianogoi on 24/8/2008 at 12:10
Then, in your case, we could do some separated archive of segmented zip files, so you can download one segment per time. Let's suppose that the mission are of 145 MB, we could do 10 segment of 14,5 MB, so you can download it without problems step by step.
Beleg Cúthalion on 24/8/2008 at 19:08
There aren't as many Thief 2 sounds as needed for a TDS set, i.e. things like lead-me-to-the-thief or what they say when blinded are missing, so unless you have some very clever idea there would be a lot missing first of all. Second, with these already big ibt files (mine for example is already 200MB, without compression), this is quite heavy even for DSL connections. Not that it would be too huge per se, but for only one and a half hours of playing it would seem to me a little inadequate. There is the possibility of Patchwise, which can create a patch file which would add the sounds to the csc file at the player's PC (and would probably only be 45MB big, but I haven't used it at all yet).
Third, do your Mechanists open their mouths when speaking? If yes, what else did you do except from creating the archives using oggs, wavs and schemas?
massimilianogoi on 26/8/2008 at 02:14
Quote Posted by Beleg Cúthalion
There aren't as many Thief 2 sounds as needed for a TDS set, i.e. things like lead-me-to-the-thief or what they say when blinded are missing
They are silent also in Thief 2, in this case...
Quote Posted by Beleg Cúthalion
Second, with these already big ibt files (mine for example is already 200MB, without compression), this is quite heavy even for DSL connections.
Heavy?? I download 250 MB in five minutes.
Quote Posted by Beleg Cúthalion
Not that it would be too huge
per se, but for only one and a half hours of playing it would seem to me a little inadequate.
Points of view... I prefer not having limits to the creativity.
Quote Posted by Beleg Cúthalion
There is the possibility of Patchwise, which can create a patch file which would add the sounds to the csc file at the player's PC (and would probably only be 45MB big, but I haven't used it at all yet).
Well, if you know what program do this, I'm very happy to know what it is.
Quote Posted by Beleg Cúthalion
Third, do your Mechanists open their mouths when speaking? If yes, what else did you do except from creating the archives using oggs, wavs and schemas?
This is, of course, a secondary problem, but I point to solve it to use 3DSmax. When I readed the guide, I found something about lipsync. I bet something can be done.
Beleg Cúthalion on 26/8/2008 at 07:05
I believe they get the lipsync data from somewhere in the files (sound volume from the wave files etc.), but not only that it didn't work until now, even the original sound files are without lipsync at the moment. :erg: If I had an opportunity to look into the Perl script, that would probably help.
Did you get 250MB in five minutes from a FM server? Neither Komag nor The Circle nor Southquarter offer that high rates from what I've experienced lately. But well, that's up to you.
massimilianogoi on 26/8/2008 at 11:17
Quote Posted by Beleg Cúthalion
I believe they get the lipsync data from somewhere in the files (sound volume from the wave files etc.), but not only that it didn't work until now, even the original sound files are without lipsync at the moment. :erg: If I had an opportunity to look into the Perl script, that would probably help.
In F:\Thief3Editor\CONTENT\T3 there is a folder called LipsincData.
I think it's all stored there. The sound volume in this case doesn't mean anything.
Quote Posted by Beleg Cúthalion
Did you get 250MB in five minutes from a FM server? Neither Komag nor The Circle nor Southquarter offer that high rates from what I've experienced lately. But well, that's up to you.
Without making spam, use (
http://www.getright.com/) Getright! ;D
Install it, then accellerate the download to four segments, and see how it increase! :thumb:
Beleg Cúthalion on 26/8/2008 at 14:44
Quote Posted by massimilianogoi
In F:\Thief3Editor\CONTENT\T3 there is a folder called LipsincData.
I think it's all stored there. The sound volume in this case doesn't mean anything.
The files there haven't been changed since 2004 and still it doesn't work - what it should, because we haven't altered the schemas and file names. That's why I think this folder isn't of any help at all. If it doesn't work with your Mechanists either (Did you compile any old files? What about them? Are the "English" TDS guards for instance opening their mouths when speaking?), we have basically the same problem, only that we only replaced the files. But I still wonder how you want to solve it with 3D Max. :weird:
Plus, why do you think they would save the lip movements for app. 20,000 sound files instead of simply making it depending on the sound volume of every file (like a (
http://en.wikipedia.org/wiki/Peak_programme_meter) peak programme meter)?