alphacenturi on 3/3/2005 at 00:13
Hi there. Firstly i find it amazing that our petition worked! Well done everyone, it's a glorious day. The editor it seems is simlar to the unreal ed i'm used to, but there are an incredible amount of options it seems badly organised but hey it's here and thats all that matters - i'm just greatful for that. Any way, the main reason i signed up to get the editor was to change the audio of the conversations between characters because lets face it - it's awful. No where in a medieval town would a castle guard say 'No Biggie' he might aswell say 'cool dude'. For me it almost destroyed the brilliant atmosphere in places. So does anyone know how to import audio into the editor to replace the old audio wav's? Also is it possible to make the editor recognise any form of compressed audio data? I read a little post that said importing audio isn't possible - please say its not true!!
Squid3d on 3/3/2005 at 01:28
You can import audio into your own schemas and change the speach...one problem does exist though, apart from the editor required sounds/schemas (which show the wav/ogg in use) you are on your own :)
for reference -
22k mono wav encoded to vox then renamed to wav works fine as does 44k, 22k and 11k ogg
:)
ps, the only reason i used the vox codec for encoding the wave files is because gSpot reported the editor sounds as using voxware_byte_aligned. it made sense
deadman on 3/3/2005 at 05:59
Quote Posted by alphacenturi
No where in a medieval town would a castle guard say 'No Biggie' he might aswell say 'cool dude'. For me it almost destroyed the brilliant atmosphere in places.
Heh, I've been thinking along the same lines. Hopefully someone with good voice acting skills will/can replace entire AI schemas; two particularly out-of-place voice sets for me were the male and female bandits (remember the conversation they had in front of the Hammerite cathedral? Both sound like they were taken out of Brooklyn or some similarly wrong locale!)
That's my rant ;)
Sonrat on 3/3/2005 at 15:57
Quote Posted by Squid3d
You can import audio into your own schemas and change the speach...one problem does exist though, apart from the editor required sounds/schemas (which show the wav/ogg in use) you are on your own :)
for reference -
22k mono wav encoded to vox then renamed to wav works fine as does 44k, 22k and 11k ogg
:)
ps, the only reason i used the vox codec for encoding the wave files is because gSpot reported the editor sounds as using voxware_byte_aligned. it made sense
I downloaded the voxware codec, and installed it. The wave files wouldn't open in SoundForge. I checked out Gspot, and sure of course like you send it was using Vox. After a little exploration I found out that some developers like to use custom wave file formats. As it turns out the codec in the Thief 3 is really the XBox ADPCM codec. I found it on the web and installed it, and now I can open up the sounds in Soundforge.
alphacenturi on 7/3/2005 at 11:59
excellent well done all. Im probably going to start working on a mod soonish. And yes the conversation between the bandits is particularly appauling - they certainly are a bunch of rancid mouthed taffers!