New Horizon on 18/9/2005 at 18:30
Maybe there is something we could do in the Default.ini?
Quote:
[ResPathsWhenNotBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
StaticMeshes=tim|StaticMeshes*
StaticMeshInfos=tim|StaticMeshes*
StaticMeshFolder=smf|StaticMeshes*
SkeletalMeshes=psk|SkeletalMeshes
SkeletalMeshInfos=ski|SkeletalMeshes
SkeletalAnimations=psa|SkeletalAnimations
SkeletalAnimInfos=sai|SkeletalAnimations
PhysicsHulls__t=tim|StaticMeshes*;SkeletalMeshes
Ragdolls=rgd|SkeletalMeshes
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*Textures__p=dds|PCTextures*
Textures__x=dds|Textures*
Textures__e=dds|Textures*
VideoTextures=bik|VideoTextures*
MatLib=mlb|MatLib*
SoundSchemaMetafiles=csc|SoundsLIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__e=cel|Textures\Fonts
FontInfo__x=cel|Textures\Fonts
DefinitionsRuntime=tsd|TriggerScript\Defs
Quote:
[ResPathsWhenBlockLoading]
AllowPathCaching=True
SearchPaths=..\Content\T3
SearchPaths__x=z:;..\Content\T3
Bitmaps=bmp|Bitmaps
WaveSound=ogg;wav|Sounds*
WaveSound__x=wav|Sounds*
SoundSchemas=sch|Sounds*SoundSchemaMetafiles=csc|SoundsLIPSincMappings=lmp|LIPSincData
LIPSincControllers=lbd|LIPSincData\Controllers
LIPSincAnimations=lad|Sounds*
FontInfo__p=cel|PCTextures\Fonts
FontInfo__x=cel|Textures\Fonts
FontInfo__e=cel|Textures\Fonts
VideoTextures=bik|VideoTextures*
; put all the different stuff down here. basically, all of these are
; resources that get block loaded and therefore don't need cached path
; info for all of their content. but they may have a subset of content
; that needs to be loaded dynamically (i.e. not through block-loading)
; and hence needs to be in the cached paths, so we put that in the
; DynamicallyLoaded subdir of the resource's main path and just point
; there. that saves us megabytes of memory on the cached paths and
; still allows the dynamic loading for a small portion of the content.
DefinitionsRuntime=tsd|TriggerScript\DynamicallyLoaded
StaticMeshes=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshInfos=tim|StaticMeshes\DynamicallyLoaded*
StaticMeshFolder=smf|StaticMeshes\DynamicallyLoaded*
PhysicsHulls__t=tim|StaticMeshes\DynamicallyLoaded*
Textures__p=dds|PCTextures\DynamicallyLoaded*
Textures__e=dds|Textures\DynamicallyLoaded*
Textures__x=dds|Textures\DynamicallyLoaded*
MatLib=mlb|MatLib\DynamicallyLoaded
SkeletalMeshes=psk|SkeletalMeshes\DynamicallyLoaded
SkeletalMeshInfos=ski|SkeletalMeshes\DynamicallyLoaded
SkeletalAnimations=psa|SkeletalAnimations\DynamicallyLoaded
SkeletalAnimInfos=sai|SkeletalAnimations\DynamicallyLoaded
Ragdolls=rgd|SkeletalMeshes\DynamicallyLoaded
Perhaps there is just something in the default.ini that needs to be changed to enable this to work without the csc file.
rujuro on 18/9/2005 at 18:58
That would be great if it were true. I don't know where to begin there, though. I don't see anything that would be obvious to change.
ascottk on 18/9/2005 at 19:00
Quote Posted by ascottk
Well, I have sound drone reinstalled & now I can extract wav files so I'm going to try converting the game's hd stored wavs to ogg & try to merge my sounds with those.
Duh :eww: I already tried that & I the schema file references wav files so the compiler doesn't add the oggs I converted. I think I'm getting Alzheimer's :tsktsk:
rujuro on 18/9/2005 at 19:43
Well, I looked at the perl script again, and with my limited programming understanding as well as the comments in the script, it looks like it stores all the schema tags in the hard drive metafile. The actual schemas and their assocaiated sounds get written out to the files that they are pointed at (sounds do, see below for schemas). Also, the conversations seem to get some sort of special treatment, but I couldn't tell what was going on there.
It also says that all actual schema files all live in the memory or hard drive metafiles, since they are small. Default is Hard Drive. The associated .wavs can go in any of the files.
So, long story short, if we can't rebuild the hard drive metafile in a way that works, I think we are SOL on conversations.
(Please prove me wrong, please )
Also ascottk, did you try rebuilding with just the original .wavs to see if that would work?
ascottk on 18/9/2005 at 20:02
Weird, I recompiled without the -p but I still get the missing wav messages BUT sound drone shows those files as oggs & they didn't exist as wavs & these are the original csc files & extracted audio files. I wonder if the perl script itself is faulty . . .
EDIT: I decided to alter the perl script to make a custom *.csc file. So far I added/changed:
@myhd=6; (under 'print "Open Metafile for writing. \n";')
open $metafiles[@myhd], ">SchemaMetafile_MyHD.csc"; (under 'my @metafiles;')
and changed
$metafilehdrv = $metafiles[$myhd]; (was $metafiles[$hdrv])
then I changed my custom *sch files to 'strorage 6'
added to user.ini:
[Cadence]
SchemaMetafileName=SchemaMetafile_HardDrive.csc
SchemaMetafileName_Memory=SchemaMetafile_Memory.csc
SchemaMetafileName_DVD1=SchemaMetafile_DVD1.csc
SchemaMetafileName_DVD2=SchemaMetafile_DVD2.csc
SchemaMetafileName_DVD3=SchemaMetafile_DVD3.csc
SchemaMetafileName=SchemaMetafile_MyHD.csc
& they show up in the schema browser as DVD
let's see how this goes . . .
ascottk on 19/9/2005 at 04:20
Great galloping crud on wickerbeans! I only have 1 out of four streaming zone schemas working. I looked at the file that does its job & I applied the same treatment to the others that weren't. They work with ambient sound actors but that's not the same effect. BTW it's possible to use the above technique but it's proven to be rather pointless. It might work with conversations though. :mad: A mad icon just for the sake of it . . .
EDIT: Don't tell me . . . well do tell me because it'll verify a theory . . .
First off: Is anyone having problems with nothing showing after restart? If we all do then we might need to recompile schemas because our objectives are asking for dvd storage. I'm not sure any of the fms I see use *.csc files yet. Not only do the csc files store audio but objectives and conversations too. But memory storage for these files (objectives) do not work by themselves. I guess this is something else we need to test :erg:
Another way we could go about things is to strip down the OMs (conversations, objectives and stuff) so our distribution is smaller.
ascottk on 20/9/2005 at 03:18
I managed to convert the wavs to oggs (even batch converted the oggs to "dummy" wavs) so the perl script doesn't bitch about missing wav files. I've got to hand it to Eric Brosius for the sound (21,169 sounds! After the conversion for the "dummy" wavs the directory is only 16.1 mb)!
Anyway that lowered SchemaMetafile_HardDrive.csc to 18 megs. The DVDs are still huge. I tested it in T3Ed but some of the audio sounds terrible :eww:
BTW all this is without the OM specific conversations (I just noticed I missed the custom_conversation folder in the schemas).
Whoa! I just tried the hd metafile in my stand alone T3 install & now I'm getting random AI quips! I guess I need to recompile my map :D
rujuro on 20/9/2005 at 13:50
There shouldn't be any reason to have to distribute the DVD metafiles, since the hard drive file contains all the tagging info, and anything else can go in either memory or hard drive. So if those are the bad sounds, you should be able to use the original DVDs with your custom hard drive and memory files.
Also, haven't people gotten objectives to show? Is it a problem that shows up only on restart? I hadn't heard of this problem. Also, I'm pretty sure that objectives would be in the hard drive file, it's the default from what the script says.
ascottk on 20/9/2005 at 15:37
Quote Posted by rujuro
There shouldn't be any reason to have to distribute the DVD metafiles, since the hard drive file contains all the tagging info, and anything else can go in either memory or hard drive. So if those are the bad sounds, you should be able to use the original DVDs with your custom hard drive and memory files.
Also, haven't people gotten objectives to show? Is it a problem that shows up only on restart? I hadn't heard of this problem. Also, I'm pretty sure that objectives would be in the hard drive file, it's the default from what the script says.
I checked the objectives, the conversation browser throws them into dvd.
EDIT: Also I think why the sound is terrible is compressing an already small file. That must be the reason why there's a mixture of wav & ogg. Most of the small wav files are AI sound-bites, footsteps, & ui.
rujuro on 20/9/2005 at 16:14
Well, there are comments in the perl code that indicate that NO schema files actually reside in DVD (although their associated .wavs can). They either go in hard drive, or memeory if it is specified. They say that the files were small enought that there was no reason to keep them on the DVD, the performance gain was worth moving to the hard drive.