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-   -   [wip] Blade's voice pack (http://www.ritualistic.com/forums/showthread.php?t=17615)

Dmio 05-18-2006 09:19 PM

Re: [wip] Blade\'s voice pack
 
Great Job pal [img]/forums/images/graemlins/laugh.gif[/img]


would be nice to have a vew new lines in episode 2, have them comming from blaid. Have a lot more sequences with JC and Blade, Blade and jessica etc. FOr instance </font><span class="spoiler" onmouseover="this.className='spoilerhighlight'" onmouseout="this.className='spoiler'">when the big mob came out of the tunnel </span><font class="post"> could have JC or Jessica say something like in Sin 1 wehn menscini came 1st time round as the mutant, and blade replyieng like "hey JC, why dont u come down ehre and show me how its done" etc etc.


Nostalgic :'(

MadMax 05-19-2006 02:49 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Has anybody heard Blade go "mmmmm banna"? I just come across it when looking at the old blade sound files. I now have that as one of taunts on the mod, don't really know why but it is funny to hear it when Blade kills somebody.

I think this quote was supposed to appear when Blade was in the jungle, but it never was included.

djbell 05-19-2006 03:46 PM

Re: [wip] Blade\'s voice pack
 
'm going to release and update to the package I'm currently distributing, with 50% more auto taunts (however, Blade shouldn't be more chatty- 30% response rate), and the SE1 taunts available in the manual taunt loop. After you listen to them, you'll see why I only used one for the autos.


A note on added voices to the screeplay: Most everything I'm trying to access is compiled. In order to get Blade to respond to different characters, the only way I can figure out is to simply append Blade's sound after the other character's line and override the voice original file. The lipsync will not be thrown off, but if it's a dialog his voice can overlap with the other speaker. I made a test intro where Blade response "F* you!" to just about everything said by by Elexis and Radek. Though hilarious to put Sin 1 and WoS lines in the conversations (often sounding very appropriate), this type of editing is going to be unwieldy, likely large for distribution and will be quickly made obsolete once the SDK is released. So I'm not going to add that functionality to my voice pack, but if anyone would like to, I'd be happy to help you get a hold of the voice files and help you figure out which files to change to make your own Blade responses.

MadMax 05-19-2006 11:05 PM

Re: [wip] Blade\'s voice pack
 
dj, I figured out just what you said tonight... obviously the Source engine doesn't allow for scripted conversations as Sin 1 did. There are "scenes" which have timed conversations (made of several voice clips), but these are only for dialogues where the talking characters are physically present, i.e. no radio chatter. And radio chatter is what I'd most likely want to add. Unfortunately, this type of "dialogue" is simply some triggered wave files (obviously triggered from the maps), and only one wave file can be played back on such a trigger, so there can't be any followup responses by Blade. As you said, the only way to do that would be adding Blade's response (or "pre-sponse") to the actual wave file of Jessica/JC talking over the radio. I'll most likely do that and see what I can come up with. I've already extracted all the stuff from the GCF files; actually there are some voice clips and scripts in there that were not used in the game and which I'd have loved to see. I also listened through all of Blade's clips from Sin 1 and picked out quite a number that would be appropriate for Emergence. I'll report back when I get something.

GUI 05-20-2006 12:40 AM

Re: [wip] Blade\'s voice pack
 
Why not edit the sound files themselves and include Blade's voice after the character finishes talking? You could use Audacity for your audio editing needs.
Of course, there might be a legal problem with including the game's original files in a mod so maybe you should e-mail Ritual first.

ertertwert 05-20-2006 02:22 AM

Re: [wip] Blade\'s voice pack
 
That's what the guy above you said, granted with more words.

programmer2 05-20-2006 09:06 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by MadMax:
dj, I figured out just what you said tonight... obviously the Source engine doesn't allow for scripted conversations as Sin 1 did. There are "scenes" which have timed conversations (made of several voice clips), but these are only for dialogues where the talking characters are physically present, i.e. no radio chatter. And radio chatter is what I'd most likely want to add. Unfortunately, this type of "dialogue" is simply some triggered wave files (obviously triggered from the maps), and only one wave file can be played back on such a trigger, so there can't be any followup responses by Blade. As you said, the only way to do that would be adding Blade's response (or "pre-sponse") to the actual wave file of Jessica/JC talking over the radio. I'll most likely do that and see what I can come up with. I've already extracted all the stuff from the GCF files; actually there are some voice clips and scripts in there that were not used in the game and which I'd have loved to see. I also listened through all of Blade's clips from Sin 1 and picked out quite a number that would be appropriate for Emergence. I'll report back when I get something.

Maybe you should hold your horses. This evening I sat down and experimented a little, and I've found a way to incorporate whatever radio chatter we want, with correct timings on following phrases and everything. It does take quite a bit of work to get right though, something which I myself don't have time with for the moment. Another problem is that if Ritual ever updates the map files, we would have to do everything again.

To make it easier to implement and also somewhat futureproof, I'm planning on making a small program capable of doing what we want using some form of specialized script language, that'll probably work on future versions on the maps as well.

I haven't got an answer from Ritual yet whether they would mind us doing this or not. They might care considering it'll mean editing the .bsp files supplied with the game, but then again the only people who would be able to use our patch would be the ones who already own the game (no .bsp-files will be distributed with the patch, since that would make it quite a hefty download, instead small .diff files or script files to the aforementioned program would be distributed).

Hmmm... I've got a feeling that what I've written so far isn't very structured, which could be because I'm both sick and staying up quite late. Short version: I've found a way to edit the .bsp-files so we can incorporate any radio chatter we want. I don't have the time or familiarity enough with the dialog in the two games to do it myself, but I can explain how. In a few days I may be able to write a small program to aid with the .bsp-editing. And I don't know if Ritual would embrace this kind of MOD.

That's it for tonight, now I'm going to bed. I'll probably be in the Ritualistic IRC-channel tomorrow, if you want to discuss the details in all this (mainly djbell and/or MadMax).

This is all very fun [img]/forums/images/graemlins/laugh.gif[/img]

ninken 05-20-2006 09:43 PM

Re: [wip] Blade\'s voice pack
 
Awesome MOD! My Score went up 25points because of Blade voice! [img]/forums/images/graemlins/cool.gif[/img]

P.S. If you guys need some EDIT Blade voices I did some back in Sin2ut www.planetunreal.com/sin2ut.

BloodShed 05-21-2006 08:23 AM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by ninken:
Awesome MOD! My Score went up 25points because of Blade voice! [img]/forums/images/graemlins/cool.gif[/img]

P.S. If you guys need some EDIT Blade voices I did some back in Sin2ut www.planetunreal.com/sin2ut.

Hey I remember plaaying that ^_^

BloodyL 05-21-2006 01:54 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by programmer2:
Quote:

Originally posted by MadMax:
dj, I figured out just what you said tonight... obviously the Source engine doesn't allow for scripted conversations as Sin 1 did. There are "scenes" which have timed conversations (made of several voice clips), but these are only for dialogues where the talking characters are physically present, i.e. no radio chatter. And radio chatter is what I'd most likely want to add. Unfortunately, this type of "dialogue" is simply some triggered wave files (obviously triggered from the maps), and only one wave file can be played back on such a trigger, so there can't be any followup responses by Blade. As you said, the only way to do that would be adding Blade's response (or "pre-sponse") to the actual wave file of Jessica/JC talking over the radio. I'll most likely do that and see what I can come up with. I've already extracted all the stuff from the GCF files; actually there are some voice clips and scripts in there that were not used in the game and which I'd have loved to see. I also listened through all of Blade's clips from Sin 1 and picked out quite a number that would be appropriate for Emergence. I'll report back when I get something.

Maybe you should hold your horses. This evening I sat down and experimented a little, and I've found a way to incorporate whatever radio chatter we want, with correct timings on following phrases and everything. It does take quite a bit of work to get right though, something which I myself don't have time with for the moment. Another problem is that if Ritual ever updates the map files, we would have to do everything again.

To make it easier to implement and also somewhat futureproof, I'm planning on making a small program capable of doing what we want using some form of specialized script language, that'll probably work on future versions on the maps as well.

I haven't got an answer from Ritual yet whether they would mind us doing this or not. They might care considering it'll mean editing the .bsp files supplied with the game, but then again the only people who would be able to use our patch would be the ones who already own the game (no .bsp-files will be distributed with the patch, since that would make it quite a hefty download, instead small .diff files or script files to the aforementioned program would be distributed).

Hmmm... I've got a feeling that what I've written so far isn't very structured, which could be because I'm both sick and staying up quite late. Short version: I've found a way to edit the .bsp-files so we can incorporate any radio chatter we want. I don't have the time or familiarity enough with the dialog in the two games to do it myself, but I can explain how. In a few days I may be able to write a small program to aid with the .bsp-editing. And I don't know if Ritual would embrace this kind of MOD.

That's it for tonight, now I'm going to bed. I'll probably be in the Ritualistic IRC-channel tomorrow, if you want to discuss the details in all this (mainly djbell and/or MadMax).

This is all very fun [img]/forums/images/graemlins/laugh.gif[/img]

I thought Source was pretty much I/O and trigger/event based that such ideas could happen:

Trigger1 fires up Radiochatter1
Completion of Radiochatter1 fires up BladeChatter1
Completeion of Bladechatter1 fires up Radiochatter2.



programmer2 05-21-2006 03:24 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by BloodyL:
I thought Source was pretty much I/O and trigger/event based that such ideas could happen:

Trigger1 fires up Radiochatter1
Completion of Radiochatter1 fires up BladeChatter1
Completeion of Bladechatter1 fires up Radiochatter2.


You're essentially correct. Just a slight difference:

Trigger1 fires up radiochatter1
Trigger1 fires up radiochatter2 after 3 seconds
Trigger1 fires up radiochatter3 after 6 seconds (3 seconds after radiochatter2 is fired)

The more complicated bit was editing the already compiled .bsp files though. But we've figured it out, and currently me and djbell are working on a solution.

NexusOne 05-21-2006 05:15 PM

Re: [wip] Blade\'s voice pack
 
Great work - how did you compile the .gcf I've been trying to use "makepakgui" but I've not been having any joy at all. Thanks.

programmer2 05-21-2006 05:31 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by NexusOne:
Great work - how did you compile the .gcf I've been trying to use "makepakgui" but I've not been having any joy at all. Thanks.

You can't edit the .gcf. But if you want to override any files present in the .gcf, just create the appropriate directory structure in your SE1 directory and drop the files there. Any files present in the directory tree will supersede the ones in the .gcf.

NexusOne 05-21-2006 05:46 PM

Re: [wip] Blade\'s voice pack
 
Thanks that worked great!

djbell 05-21-2006 10:14 PM

Re: [wip] Blade\'s voice pack
 
Made some progress yesterday, I was able to make Blade talk when he gets hit, sometimes (not just with the uranium round). It's great! I'm going to take one more stab at fixing the voice positioning, and I'll update a new update with over 50% more attack taunts and a whole slew of working "OW I JUST GOT HIT" (except more manly) taunts.

ertertwert 05-22-2006 04:34 AM

Re: [wip] Blade\'s voice pack
 
Good work, man. I love you.

gamejunkie 05-22-2006 03:42 PM

Re: [wip] Blade\'s voice pack
 
Awesome job, I love the voice pack. [img]/forums/images/graemlins/smile.gif[/img]

MadMax 05-22-2006 03:45 PM

Re: [wip] Blade\'s voice pack
 
A quick update for you guys on my progress. First, great work you two are doing with the triggers; if there's any way to edit the BSP files directly (without decompiling them) and insert more dialog triggers there, that would be terrific. Since it involves a lot of "coding" so to speak, I have resorted to the more creative approach and listened through the voice clips that are played throughout the episode (I'm reading the scripts, playing the wave files and also playing through the episode as I progress). When I found that a comment from Jessica/JC needed a Blade response, I appended this response directly to the wave file. Care was taken not to interrupt the dialog flow or the lipsynch if it's a face-to-face talk (example: intro, Jessica). Of course, since Jess and JC don't particularly say much themselves, Blade's "chatter" with them is only made up of a few words like "roger that, Jessica", "on my way", "good work, JC"; stuff that I got from Sin 1 and thought would fit in there. It may not sound like what most fans hope for, but trust me, when playing the episode with these responses, it really makes Blade a lot more "alive" and less alien as he now will give responses where you'd expect him to. I also try to give his words a little more colour by inserting funny/witty comments where possible, or adding sounds (like pain screams / passout moans in the intro). I'm currently finished with the docks and will now start adding Blade responses to the U4 lab maps, and I bet I can do a little more the farther the episode progresses (more dialog triggers in the maps).

So, anything in particular you want to hear from Blade in a given situation? Tell me, I'll try and fit it in.

programmer2 05-22-2006 04:14 PM

Re: [wip] Blade\'s voice pack
 
That sounds great [img]/forums/images/graemlins/laugh.gif[/img]

Quote:

First, great work you two are doing with the triggers; if there's any way to edit the BSP files directly (without decompiling them) and insert more dialog triggers there, that would be terrific.

There certainly is! I've been working on this today as a matter of fact. I should be able to complete my little program for automating this kind of editing tomorrow or the day after that. It already works for the kind of editing we need, but I need to finish up on the scripting component of it before it'll be usefull.
I can also add that it works and sounds great, adding our own triggers to the BSP-file. I made a tiny demo where I added 4 sounds to the beginning of SE1_U4Lab01, which I sent to djbell.

He is also working on an application to aid us in our work. I haven't had time to talk to him yet today though, so I don't know how far he has progressed. It might speed things up for him to get my code so far as well.

In any case, we'll keep you updated on our work, since you seem to be the man when it comes to actually making these edits [img]/forums/images/graemlins/smile.gif[/img] When we've got our tools as we want them, we would be glad to work with you to add appropriate sounds throughout the episode.

moafuka 05-22-2006 05:10 PM

Re: [wip] Blade\'s voice pack
 
you what i think that would be funny?
when blade sees the first HUGE mutant
blade goes and says "ooooohhh shiittt"
LOL
oh man i cracked when i heard that line on sin 1 lol

dont think its gonna be possible tho one can hope [img]/forums/images/graemlins/laugh.gif[/img]

MadMax 05-22-2006 08:32 PM

Re: [wip] Blade\'s voice pack
 
Quote:

you what i think that would be funny?
when blade sees the first HUGE mutant
blade goes and says "ooooohhh shiittt"
LOL
oh man i cracked when i heard that line on sin 1 lol

I had something like that in mind, and it is possible since JC says something at that point [img]/forums/images/graemlins/wink.gif[/img]

programmer, that's great news. Sounds like you're really making progress and I wonder how far I will come with my editing before I'm outdated by your mod [img]/forums/images/graemlins/wink.gif[/img] I'd be thrilled to work with you guys, though I think we don't necessarily need new dialog triggers in the maps; we simply need a way to make followup responses to existing dialog.

I'll send you a copy of my work (just sound files) if you give me your e-mails.

moafuka 05-22-2006 10:46 PM

Re: [wip] Blade\'s voice pack
 
wait a minute
thats true!
oh man this is gonna be sweet if it gets to be there

MadMax 05-23-2006 07:27 AM

Re: [wip] Blade\'s voice pack
 
It's gonna be. Just wait a little longer. [img]/forums/images/graemlins/wink.gif[/img]

Nu_Zalem 05-27-2006 03:08 AM

Re: [wip] Blade\'s voice pack
 
This is good stuff, I'm downloading it now. I'm hoping to be cracked up and laughing as I'm blowing off some heads as in SiN 1.

Grandpapa 05-27-2006 11:43 PM

Re: [wip] Blade\'s voice pack
 
This is great!


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