tk102 Posted April 13, 2004 Share Posted April 13, 2004 The following is a summary of the steps I have taken in order to add voice and lipsync to a completely custom-made dialog. The game engine is pretty strict in this regard and requires that each step be followed exactly to get it to work properly. How to Add Voice and Lipsync to a Homemade Dialog Step 1. Getting the Modprefix Determine the 5-character module name of where your dialog will take place. If you do a "whereami" cheat code in-game this is the part of the Module Name that starts with 'm' followed by 2 numbers and 2 letters. (Example: if whereami shows module name kas_m23aa then m23aa is the part you're looking for.) If you are using a custom-made mod, it is the first 'm' followed by 4 characters. I will refer to this 5 char name as the Modprefix for lack of a better name. Step 2. Decide on the VO_ID for the NPC The VO_ID is a 4-char + 2-number name. The choice here is purely arbitrary. This VO_ID will be entered into your .dlg file in the VO_ID field. It will also be used as the name of a subfolder. I will refer to this a the VO_ID. Step 3. Record your .wav files Use whatever recording software you like. Save it as a .wav file in mono, 22kHz, 8-bit signed. It probably doesn't matter much but those specs will keep your files relatively small. The .wav file does not need any other special processing. Step 4. Name your .wav files This part is important. You must name your file according to this specification (called the VO_Resref): 'n' + Modprefix + VO_ID + 3-digit index + '_' Append '.wav' to the end of the name above. The 3-digit index can be any 3-digit number you like. For example: if the Modprefix is M02AD and the VO_ID chosen is ALIE03 then nm02ADALIE03006_.wav would be an acceptable name. Step 5. Modify your .dlg file You need to make two modifications to your .dlg file at this point. The VO_ID field must equal the VO_ID field specified in step 2. Secondly, the VO_Resref field in the EntryList for dialog must be set equal to the VO_Resref in step 4 (no extension). Each Entry needs its own VO_Resref to be specified. Step 6. Extract appropriate .lip files from pre-existing mod files We cannot create new .lip files, so we must borrow from the game. These are stored inside MOD files in the Lips folder. Each MOD file is named with the following convention: Modprefix + '_loc.mod' Copy one of these files into the Modules folder. Open up KotOR Tool and browse the ERF tree -- you should see the file that you just copied. Open it up and extract a couple .lip files for your use. You'll notice that they follow the VO_Resref naming convention described in step 4. Step 7. Rename a .lip file Rename the .lip file to the same name as your .wav file in step 4 but keep the .lip extension. In our example above, we would name it "nm02ADALIE03006_.lip". Repeat this step for each .wav file that you have. If you want to save time and don't care much about finding the perfect lipsync, just make copies of the first file and rename it for each .wav that you have. Step 8. Package your new .lip files into a MOD file. Open up KotOR Tool and choose File:ERF Builder. The filename that you want to build is Modprefix + '_loc.mod' and should be put in the Lips folder. Choose MOD from the list of file types. Click the Add button and select all your new .lip files then Build ERF. Step 9. Put the .wav files in the right place Open up the Streamwaves folder. Create a new folder and name it the same as your Modprefix. Create a subfolder in that folder. Name it the same as your VO_ID. Put your .wav files in that subfolder. Step 10. Put your .dlg file in the right place That is, put it in the Override folder or package it into a MOD file for the Modules folder. Original thread Link to comment Share on other sites More sharing options...
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