teodesetkata Posted July 7, 2008 Share Posted July 7, 2008 OK, I made a character, a Selkath in Tatooine, with dialogue and sound and all, but the only thing I don't know is how to attach lips. I mean, when I am talking to the Selkath he does not open his mouth (although a sound is played). Link to comment Share on other sites More sharing options...
DarthStoney Posted July 7, 2008 Share Posted July 7, 2008 Are you using alien VO's or did you record new sound files? Also check out this thread http://www.lucasforums.com/showthread.php?t=126746 Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 I want to use an existing VO, an alien one. Link to comment Share on other sites More sharing options...
DarthStoney Posted July 7, 2008 Share Posted July 7, 2008 Here was something I figured out for (TSL)http://www.lucasforums.com/showpost.php?p=2443677&postcount=2 it might work for K1 also. the alienvo.2da will probably be different numbers for the VO needed. Link to comment Share on other sites More sharing options...
Sithspecter Posted July 7, 2008 Share Posted July 7, 2008 You also have to tell the Selkath to do the talking animation for him to move his mouth. There are different ones, like angry, normal, sad, .etc. Assign him one of those for each time he talks and he'll move his mouth. Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 Keep in mind as well that, along with various of the other alien languages, there are simply sound files that were never used and don't have *.LIP files attached to them. I am fairly certain there are a few instances of this with the Selkath sound files, and the Twi'lek sounds are pretty notorious for this. Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 I tried your method, but does not work. I tried the other one as well, but it only made matters worse. I am still in a desperate need of help. Otherwise the animation at least made it feel like talking, but it doesn't open its mouth, still. Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 You're hearing the Selkath language vocals okay? Which line did you put the sound name in in the dialogue editor? Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 StrRef: -1 Text: Greetings, human. Sound: n_gwsel_coml Sound Exists: Check Current Animations [Participant]: TALK_NORMAL I guess I put the n_gwsel_coml.wav in "Sound". I am using tk102's DLGEditor v2.3.2. Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 Try putting it in the resref line. Not certain it would make a difference but if it doesn't you've only wasted a minute or so. Also just to confirm this is happening with all the selkath sound options you try to use? Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 Doesn't make a difference. I tried to make it both on VO_ResRef and Sound, only on Sound and only on VO_ResRef, but still the same. Yes, I haven't tested every single one of them, but all the selkath sounds do not initialise any lip movement. Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 That's very odd. I don't recall doing anything special to get mouth movement when I added Selkath dialogue. I'm at work so there isn't a whole lot more I can do to help you from here (until I get home in 7 hours), but my recruitable Kay mod does have a custom talking Selkath in it with working lip synching if you want to take a look at the source dialogue and see if I did anything different than you. I really can't remember right now. :/ Link to comment Share on other sites More sharing options...
DarthStoney Posted July 7, 2008 Share Posted July 7, 2008 The other thing to do is find a module that uses the selkath lypsincs and extract them. The lypsincs need to be in the same .lip file in which your character is speeking. Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 I even tried extracting a dialogue from Manaan, and copied the VO_ID and the Sound and the ResRef, but nothing happens. No lips. Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 Oh I didn't think about that. My selkath was on Manaan. AFAIK you can't simply extract lip files and dump them into override; the game won't read them from there. You'd have to either toss them into the tatooine module files or add them into the general LIP storage file (the name of which eludes me at the moment -- lack of sleep or too much coffee, take your pick). Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 So I have to have my Selkath on Manaan in order the lips to work? Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 No, not at all. You would just have to extract the lip files from the Manaan modules and place them somewhere the game can find them while the Selkath is on Tatooine. The problem is the game is looking in the general lips file and the Tatooine lips file, neither of which contains the Selkath *.LIP files. Catch my drift? Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 I am not sure. Where is this general lips file and how can I access it? I want to add some lips in it. Link to comment Share on other sites More sharing options...
DarthStoney Posted July 7, 2008 Share Posted July 7, 2008 If you look in your Lips folder there is a file for each module and in TSL anyway the is 1 file named localization which is the global lip file. Look for the one that is not named the same as a module. To access it copy and paste the lip file you want to open to your modules folder then use KT to extract the files. Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 The ones that are not named after modules are: localization.mod - 805 KB global.mod - 1 KB mainmenu.mod - 1 KB legal.mod -1 KB miniglobal.mod -1 KB subglobal.mod -1 KB Which one do you think I should extract? Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 Localization.mod is the one where all the 'general' *.LIP files are store (ie if you put something in here the game will be able to find it regardless of what area you are in). I should expect the actual Selkath *.LIP files are in the individual manaan modules somewhere. Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 Actually, I managed to create a new Selkath character in Ahto East, with his lips moving, etc, etc, etc, but... Something in that area has happened. Whenever I enter Ahto East there is some strange dark-blue video and after that I am sent to Ahto West in a cage. What's going on over here? Something must have happened. Also, when I loaded a save from Ahto East, the map I had explored was gone (I had to explore it again) and all globals/booleans (I think that's how they're called) were reset. All triggers I had triggered were triggered again, and the whole area is now bugged. The only things I have added is revanselk.dlg, n_selkath99.utc and I have modified the m26ab.git file. Maybe I have done something wrong... Link to comment Share on other sites More sharing options...
Inyri Posted July 7, 2008 Share Posted July 7, 2008 Modifying *.git files is definitely outside my area of expertise, but I would assume that if something went south it would have been with that file. Link to comment Share on other sites More sharing options...
teodesetkata Posted July 7, 2008 Author Share Posted July 7, 2008 I don't know how the others do their mods. Why always me?! I guess we'll have to wait. Whatever I do at a certain module, it is done correctly, but everything else becomes bugged and unplayable, even. I tried "compiling" it to a ".mod" file, pasted it in modules, now there aren't even changes to the module - my poor Selkath doesn't show up. Sigh, I guess modding's not for me. Still, I would appreciate any help. Thanks, I wouldn't have gone this far, but I guess the bugs are unbeatable, are they? Link to comment Share on other sites More sharing options...
TheExile Posted July 7, 2008 Share Posted July 7, 2008 Sigh, I guess modding's not for me. Still, I would appreciate any help. Thanks, I wouldn't have gone this far, but I guess the bugs are unbeatable, are they? Advice: Never give up. All the modders were like you in there noobness times. They kept trying and trying and now they are respected modders. You should follow their examples. Turn of the computer, get a nap, start the computer again and try solve out the problem. Maybe it is simpler then you think. Just double check all the things you do, make sure they are all fine. Link to comment Share on other sites More sharing options...
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