norbik on 25/3/2006 at 13:53
It´s strange but custom schema did not work as streamschema in zoneproperties. I don´t want recompiled schemas, cos it´s too much megabytes for distribution. I try many things and I investigated this:
1. create customschema (for example MySound)
2. select one (anything) staticmesh, such as crate
3. in crate properties set soundambient as MySound (customschema)
4. create script:
condition: when player starts map
action: stop playing MySound (customschema) on my object
5. this script add to staticmesh (crate) properties
6. set streamschema1 as MySound (customschema) in zoneproperties
And now you can hear your custom sound ambient in your mission
p.s. Sorry my bad english. I hope you understand me.
GlasWolf on 25/3/2006 at 16:24
So as long as you have the custom schema being loaded by something (i.e. the script) it works as a zone ambient? I guess this would also work if you used an AmbientSound or InvisibleMarker too.
I haven't done anything with conversations, but I wonder if this would this help with those too.
norbik on 25/3/2006 at 17:44
Quote Posted by GlasWolf
So as long as you have the custom schema being loaded by something (i.e. the script) it works as a zone ambient? I guess this would also work if you used an AmbientSound or InvisibleMarker too.
I haven't done anything with conversations, but I wonder if this would this help with those too.
Customschema didn´t loaded as zonestreaming just as briefing sound (i was problem with it in "The Crypt" FM) and maybe conversation too. I know, my method is not so elegant, but works.
I think, using Ambient sound or Invisiblemarker means that sound will go over zone. Isn´t it? This method work correctly.
GlasWolf on 25/3/2006 at 19:04
Sorry I wasn't very clear, I just meant that you could put the script on an ambient or invisible marker rather than a random object like a crate. It would just make it a bit more logical and easier to find (Now, what crate in this warehouse did I put that script on again? :) ).
Custom sounds wouldn't work in conversations either, which is why Rantako had to use the schema patch utility in "All the World's a Stage". I'm wondering now if your discovery would fix that problem too. Even if it doesn't, it's another step forward for T3Ed - good find.
norbik on 25/3/2006 at 21:25
Quote Posted by GlasWolf
Sorry I wasn't very clear, I just meant that you could put the script on an ambient or invisible marker rather than a random object like a crate. It would just make it a bit more logical and easier to find (Now, what crate in this warehouse did I put that script on again? :) ).
Custom sounds wouldn't work in conversations either, which is why Rantako had to use the schema patch utility in "All the World's a Stage". I'm wondering now if your discovery would fix that problem too. Even if it doesn't, it's another step forward for T3Ed - good find.
don´t be sorry. I´m bad in english. Yes, script on marker or ambiet is better.
btw I remember one thing. When i tested The Crypt FM, nothing custom sounds did work. When I changed t3main.exe then it´s worked. But i´m not sure. If I am right, then new modified exe file would fix problem with unload schemas
GlasWolf on 26/3/2006 at 00:38
Custom sounds apart from conversations and zone ambients seem to work ok((
http://www.ttlg.com/wiki/wikka.php?wakka=CustomSounds) wiki). You probably do need the updated exe though, but you need that anyway for objectives etc.
I tried to test this out and teach myself conversations at the same time, but have hit an odd problem. I followed the readme - added the three guys into the tutorial4 map, bound the conversation to the stonecutter, changed the ConversationPackage and it worked fine. Then I created a copy of the conversation and changed ConvosToBind on the stonecutter to the name of the copy - still fine. Then I tried to change one of the sound files for one of the lines, but still got the old conversation. Then I changed the bound conversation to a non-existent one - still the old one. Deleted the binding altogether - still the same(!). Deleted and re-added the stonecutter - same again. I tried saving and compiling during this process, but no change. Am I missing something?
Crispy on 26/3/2006 at 06:37
Sounds like you need to recompile or regenerate something, like you do with objectives. I'm not familiar with conversations though, so I don't know exactly what that might be.
Dark Arrow on 26/3/2006 at 19:25
I have tackled custom conversations for a while. (Is that the correct phrase?)
All I can say is that they are a pain in the ass. Seriously. If you want to make a custom conversation, it has to be done right or not at all.
Thief3 looks for conversation sounds in the metafiles. It doesn't care about the schema files (seems to ignore them completely).
Here is a check list of what you need to have to make conversations run properly:
1. Created a conversation
2. Added the schema files.
3. Made sure the conversation speeches are linked to the correct schemas
4. Created the sound files and tested that they work in the schema browser.
5. Triple check that the conversation speeches are linked to the correct schema files (Yes I'm serious. Exit the editor and load it up again and make sure they are correct)
6. Recompile tha metafiles (either with the perl script or with Thief3soundaddon.exe)
7. Checkout the new metafiles with DXIW Sound Drone. Make sure the schema names are correct and match with what the conversation uses. Make sure the wav files are correct,
8. Take a deep breath and think whether the schema files you used to recompile the metafiles could have been corrupted by something you did (I had corrupted schema files once. Only took two days to find out).
9. Create the correct actors in the world. They don't necessary need the ConvtoBind property (atleast not in T3Ed)
10. Make sure the conversation can start. It doesn't have some strange action that can't happen or whatever.
11. Prepare for the worst and finally test the conversation.
12. If you are lucky, the moon and the stars are in the correct formation and you have sacrificed a live chicken in front of your monitor, the conversation can actually work.
What you shouldn't do/won't work (this list could be wrong, due to me doing something wrong elsewhere):
* Have two conversations with the same archetype in different parts of the map. You can have two or more conversation with the same actor, but for some reason I couldn't have two conversations with the same archetype in my mission. They got somehow confused with each other.
* Have a conversation without the END part in the conversation.
* Modifying a conversation without editing the metafiles.
* Using actions to delay something within a conversation. Actions happen immeaditely without delay, even if you add a delay to the actions.
* Using a conversation without the actors in place.
* Doing a conversation without the moons and stars being in the right formation and without sacrificing a chicken.
*Please note that I'm not responsible for any chickens being killed to make custom conversation possible in T3Ed.
nomad of the pacific on 26/3/2006 at 20:36
Quote:
Originally posted by Dark Arrow:I have tackled custom conversations for a while. (Is that the correct phrase?)
Hmm... Doesn't sound like you got it quite right. Perhaps "suffered through", "been raked over the coals by", or "endured the H--- of" might more aptly describe what you seem to have been through. :p