Dark Arrow on 20/9/2005 at 16:16
This is really not looking good. :nono:
So we would need an .csc stripper once we get an .ibt stripper? Who wants to ask Shadowspawn? :p
I wonder if I can still get Doom 3 from the local stores.
ascottk on 20/9/2005 at 17:25
Quote Posted by rujuro
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.
Here's one Auldale objective schema
Code:
Version 7
SoundSchema
AuldaleObjectives_001000
streamtype 0
volume 0,0 pitch 0,0
radii 10,100
pan 0,0
randomstyle 0
looptype 0
finishstyle 0
schemaloopdelay 0,0
ainoisetype 0
storage 3
metasounds 1
meta1
tags 1
+voice:
MetaSound
AuldaleObjectives_001000/meta1
lang_english 2004-02-06 01:21:09:00 "Go to the Shalebridge Cradle in Old Quarter to see what you can learn about the hag."
lang_french 2004-04-16 16:26:39 "Allez au Berceau de Shalebridge dans le Vieux Quartier pour en apprendre plus sur la harpie."
lang_german 2004-03-11 05:50:56 "Gehen Sie zur Shalebridge-Wiege in der Altstadt und finden Sie so viel wie möglich über die Hexe heraus."
lang_italian 2004-03-22 05:37:53 "Vai al complesso Shalebridge nel quartiere vecchio e scopri tutto quello che puoi sulla vecchia strega."
none
And here's the perl script storage reference
Code:
print "Opening Metafile for Writing.\n";
# @HACK: We never use index 0 because in C++ that's kSM_NotInMetafile,
# which admittedly is not actually a metafile, but it makes things
# easier (the metafile "lite" compiler just leaves all indices
# pointing to NotInMetafile and it's all peachy.)
$mmry = 1;
$hdrv = 2;
$dvd1 = 3;
$dvd2 = 4;
$dvd3 = 5;
Notice the storage # of the schema & the script. The conversation browser throws them into dvd1. Although I wouldn't put too much stock into the script's comments or behavior until someone with perl experience can actually take a look at it.
EDIT: Also when I added $myhd = 6 the schema browser interpreted that as dvd.
Also
Code:
# Figure out which metafile this guy goes in.
$metafilenum = $soundLocations{$soundFile};
# If it just says "DVD" then we have to alternate between
# the three DVD metafiles since we can't just make one
# huge file thanks to silly XBOX DVD layout restrictions.
if ($metafilenum == $dvd1)
{
$metafilenum = $nextdvdmetafile;
$nextdvdmetafile++;
if ($nextdvdmetafile > $dvd3)
{
$nextdvdmetafile = $dvd1;
}
}
ascottk on 20/9/2005 at 17:27
Quote Posted by Dark Arrow
This is really not looking good. :nono:
So we would need an .csc stripper once we get an .ibt stripper? Who wants to ask Shadowspawn? :p
I think Shadowspawn still having troubles with the ibts, tims, & mlbs so I wouldn't ask him to take on another load.
EDIT: For the illusion of zone streams we could always have scripted volumes but that's a lot of work for a simple streaming zone. Timed AI bites for conversations too (although I couldn't get the ai animations to work).
When linked volumes myself is breached by category_player
Play this schema in 2d sound.
When linked volumes myself is exited by category_player
Stop playing this schema
rujuro on 20/9/2005 at 18:30
Yeah, I've already used that workaround for the streaming sound, it works fine, just not as elegant. Have to try the timed AI bites and see how that works (hopefully it will look outside the .csc).
I saw the comments you were referring to, but there is another lengthy comment that describes how they store the actual .sch files, and it explicitly states they never go in the DVD,only sound files will go there if the .sch is tagged as such (but of course you are right, without knowing perl there is no way to be sure).
ascottk on 20/9/2005 at 20:08
Yay! \o/ I created a custom zoneproperty actor I called "sfxZoneProperties" underneath the ZoneProperty actor then I added a blank Sound>SoundAmbient property then added it to my map. I recompiled the *.cscs (my custom sounds are under storage 1), threw the memory csc into the Sounds directory & my ambient sound worked! Whoohoo!
EDIT: Hmmm, They won't work without the SoundStreaming in the zoneproperty . . . if it's one thing it's another :tsktsk: So I'm trying to add the Sound>SoundAmbient with the same schema to the ZoneProperty actor.
Yay again! The ZoneProperty needs both Sound>SoundAmbient & SoundStreaming.
EDIT: Problem - The SoundAmbient property bleeds audio into other zones
Dark Arrow on 25/9/2005 at 18:14
*Hits his head on the wall*
This is really annoying. I need custom conversations in my FM's, there is no other option. I tried compiling the schemas, but I seem to missing about 500mb of data in the files. :erg: I think it needs the wav files. How could I easily convert the .ogg files to .wav files? It also seems that my SchemaMetafile_HardDrive.csc becomes 73,9mb after compiling. :wot: Did we get a wrong compileschemas.pl file or are the schema files outdated or am I doing it completely wrong?
ascottk on 25/9/2005 at 18:17
Quote Posted by Dark Arrow
*Hits his head on the wall*
This is really annoying. I need custom conversations in my FM's, there is no other option. I tried compiling the schemas, but I seem to missing about 500mb of data in the files. :erg: I think it needs the wav files. How could I easily convert the .ogg files to .wav files? It also seems that my SchemaMetafile_HardDrive.csc becomes 73,9mb after compiling. :wot: Did we get a wrong compileschemas.pl file or are the schema files outdated or am I doing it completely wrong?
I ended up creating dummy wav files because the perl script looks for them. If it finds the wav files & you used the -p flag on the script then it'll load the ogg files. The custom audio side of things is a bitch :tsktsk:
EDIT: Just copy & paste the ogg files & rename the copies. Look for the bulk rename utility. Its url is (
www.bulkrenameutility.co.uk)
rujuro on 25/9/2005 at 21:21
Also, If you're missing data from the DVD files, just use the originals. As long as you put everything new in hard drive or memory, the DVD files should be unchanged.
Has anyone tried using a script that calls AI barks (pointing to custom sounds) as a workaround yet? It's far from optimal, but might work.
Like:
Ai bark [whatever]
delay 2 game seconds (assuming the speech takes 2 seconds)
send trigger message [line 2]
second guy listens for the line 2 tigger message, then says his line, sends another message back, etc..
Flux on 25/9/2005 at 21:35
Quote:
Yay! \o/ I created a custom zoneproperty actor I called "sfxZoneProperties" underneath the ZoneProperty actor
Sorry for cutting in but this piqued my interest. How can you create a custom "actor" since unreal script is taken away from t3editor? If you can create a custom actor, that means you can write lots of other new actors, right? Do you mean under the zoneproperty actor which is under metadata/info/zone info?
Crispy on 26/9/2005 at 10:43
You can create new classes just by modifying the gamesys, through the Actor Class Browser. Point-and-click. No scripting is available; it's just handy if you need to create a lot of similar objects, or spawn objects with certain properties via trigger scripts.