RedHawke Posted January 6, 2006 Share Posted January 6, 2006 You will have to reduce that file's name by one character, no game file can be over 16 characters in length. Link to comment Share on other sites More sharing options...
Miltiades Posted January 6, 2006 Author Share Posted January 6, 2006 You will have to reduce that file's name by one character, no game file can be over 16 characters in length. 'n' + Modprefix + VO_ID + 3-digit index + '_' If I follow these instructions, I have 17 char. And I can't shorten it, because: The game engine is pretty strict in this regard and requires that each step be followed exactly to get it to work properly. Link to comment Share on other sites More sharing options...
stoffe Posted January 6, 2006 Share Posted January 6, 2006 Shorten the name of your sound file? You name the LIP file the same as the sound file it is supposed to provide lip-sync for (but with a .lip suffix instead of .wav of course). And you set the name of the sound file on the dialog node where it should be used. This is a Resref as well, so your sound file name cannot be longer than 16 characters at any rate. Link to comment Share on other sites More sharing options...
Miltiades Posted January 6, 2006 Author Share Posted January 6, 2006 Shorten the name of your sound file? You name the LIP file the same as the sound file it is supposed to provide lip-sync for (but with a .lip suffix instead of .wav of course). And you set the name of the sound file on the dialog node where it should be used. This is a Resref as well, so your sound file name cannot be longer than 16 characters at any rate. Yeah, but I have to name my sound file according to the specification listed in the tutorial, and then I have 17 char. Look, I have to name my soundfile like this: 'n' + modprefix (this is where it gos wrong: in Kotor1, these are 5 char.; in Kotor2, these are 6 char.) + 3-digit index + '_'. It's only the modprefix that troubles me. Link to comment Share on other sites More sharing options...
stoffe Posted January 7, 2006 Share Posted January 7, 2006 Yeah, but I have to name my sound file according to the specification listed in the tutorial, and then I have 17 char. Look, I have to name my soundfile like this: 'n' + modprefix (this is where it gos wrong: in Kotor1, these are 5 char.; in Kotor2, these are 6 char.) + 3-digit index + '_'. It's only the modprefix that troubles me. Why would you need to name it like that? As far as I have noticed there is no hardcoded pattern that names of voiceover sound files and their associated lipsync files must follow. You should be able to name them whatever you wish (that is a valid ResRef). Bioware and Obsidian uses a naming standard with a module identifier, speaker identifier and ID number, but this (I assume) is only to make it easier for them to keep track of what the sound files are for. Link to comment Share on other sites More sharing options...
Miltiades Posted January 7, 2006 Author Share Posted January 7, 2006 Why would you need to name it like that? As far as I have noticed there is no hardcoded pattern that names of voiceover sound files and their associated lipsync files must follow. You should be able to name them whatever you wish (that is a valid ResRef). Bioware and Obsidian uses a naming standard with a module identifier, speaker identifier and ID number, but this (I assume) is only to make it easier for them to keep track of what the sound files are for. Why is that typed in the tutorial then. Oh, well, thx for the help. Link to comment Share on other sites More sharing options...
Miltiades Posted January 7, 2006 Author Share Posted January 7, 2006 Where do I fill in the VO ID in the DLG Editor? Link to comment Share on other sites More sharing options...
stoffe Posted January 7, 2006 Share Posted January 7, 2006 Where do I fill in the VO ID in the DLG Editor? In the VO_Resref field for each node that has voiceover. Remember to check the "Sound Exists" checkbox as well. Link to comment Share on other sites More sharing options...
Miltiades Posted January 7, 2006 Author Share Posted January 7, 2006 In the VO_Resref field for each node that has voiceover. Remember to check the "Sound Exists" checkbox as well. Ofcourse. It worked, thx. (But isn't this supposed to be changed in the tutorial? In the tutorial there's described that you have to fill in 2 fields, and there's only one. Also, there wasn't typed that you had to check the "sound exist" checkbox as well. => I'm not blaming anyone, certainly not. I think you guys did a great job making all these tutorials. But sometimes, Kotor2 need to be modded in different way, which makes it hard for beginners like me to understand it, (or it's just me ) what makes me asking all these questions, and bothering you guys with it.) Link to comment Share on other sites More sharing options...
RedHawke Posted January 8, 2006 Share Posted January 8, 2006 But isn't this supposed to be changed in the tutorial? Miltiades, Tutorials are not easy things to write, and what we have is what we have, as they are all done on volenteer time. Perhaps when you complete your mod, you might sit down and adapt that tutorial for TSL, being you just used it and know what needs to be fixed. We never turn down a good tutorial! Link to comment Share on other sites More sharing options...
Miltiades Posted January 8, 2006 Author Share Posted January 8, 2006 Miltiades, Tutorials are not easy things to write, and what we have is what we have, as they are all done on volenteer time. Perhaps when you complete your mod, you might sit down and adapt that tutorial for TSL, being you just used it and know what needs to be fixed. We never turn down a good tutorial! There's not much that has to be changed, but I might do it. It's just that, with all the new functions Kotor Tool has, the tutorials become outdated. Ofcourse, the new Tools in Kotor Tool are there to make it easier for the modder, but if you haven't modded before, you don't always know how to begin. Link to comment Share on other sites More sharing options...
RedHawke Posted January 8, 2006 Share Posted January 8, 2006 There's not much that has to be changed, but I might do it. Excellent! It's just that, with all the new functions Kotor Tool has, the tutorials become outdated. Ofcourse, the new Tools in Kotor Tool are there to make it easier for the modder, but if you haven't modded before, you don't always know how to begin. Hence why I said this... "Tutorials are not easy things to write, and what we have is what we have, as they are all done on volenteer time." Link to comment Share on other sites More sharing options...
Miltiades Posted January 8, 2006 Author Share Posted January 8, 2006 Hence why I said this... "Tutorials are not easy things to write, and what we have is what we have, as they are all done on volenteer time." Ok, ok, I get it Link to comment Share on other sites More sharing options...
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