Things have been moderately productive since the last update, but I don't have many more fancy screenshots to show for it. I've been working on fixing up some of the conversations through the module, as well as adding in quite a few more. Unfortunately, posting screenshots of these would most likely give away some fairly significant plot points... but rest assured that I'll post more as I'm going along.
One of the major causes of extra work has been my discovery of Rogue Dao Studio's lipflappers. While I had heard of it previously, I'd never known where to find it or what it did or how much effort was required to implement it. For those who know, feel free to skip the rest of this paragraph, for those who don't, it provides lip movement for character during conversations. All you need is to copy it to your working module directory (you ARE building in directory mode, right??!?) and then you simply use the name of the "sound" files (minus the .wav) under the node tab on each speaker's node in a conversation. All you need to do is adjust the number to equal the length of seconds the speaker talks for. With those easy steps, your woes about characters with non-moving lips disappear! It's a Godsend and it makes cutscene style conversations look much better. I can't recommend it highly enough.
The rather inconclusive poll results regarding crafting made me decide not to implement my own custom crafting system within 'Fate Of A City'. However, I was pleasantly surprised to find that implementation of the OC's crafting system is as simple as adding in the necessary ingredients, workbenches and tools. As such, the OC style crafting will be available to those that wish to use it. While in a low-powered adventure you may feel like picking a crafting skill is underpowered, but I'll try and add in a few extra bits and pieces that give an added incentive to those that chose to spend their precious points on those skills.
For some quick statistics: the module is currently sitting at 31 areas, 54500 words, 83 scripts, and 92 conversations. And there's still plenty more to come.
Episode 91: Birds of a Feather...
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The full saying from my title is "Birds of a feather, stick together", and
I am reasonably confident that most people are aware of what it is trying
to s...
2 weeks ago
3 comments:
[quote]
discovery of Rogue Dao Studio's lipflappers. While I had heard of it previously, I'd never known where to find it or what it did or how much effort was required to implement it. For those who know, feel free to skip the rest of this paragraph, for those who don't, it provides lip movement for character during conversations. All you need is to copy it to your working module directory (you ARE building in directory mode, right??!?) and then you simply use the name of the "sound" files (minus the .wav) under the node tab on each speaker's node in a conversation. All you need to do is adjust the number to equal the length of seconds the speaker talks for. With those easy steps, your woes about characters with non-moving lips disappear!
[/quote]
Hi! :)
As I haven't yet started making the lips flap in me mod, I'd like to take this opportunity to ask you about the use of Rogue Dao's LipFlappers:
- Does one need them also when one already has sound files attahced to specific nodes? Or are they specifically for those cases when there aren't any VO-files on the cutscene nodes?
- Let me see if I get this straight: all I need to do is to download RogueDao's 12 Lipflapping files, which go from 1 sec long to one 12 secs long, drop them in my saved module directory? Then when I start my mod these 12 flap files we be available from the appropriate dropdown menu on the lipsync handle?
- Do I have to rename these 12 flap files to anything specific or are the ok as they are, the important being that they are available and used by me on each node that needs lip-flapping?
- If I have a sound file on that node that is say 5,7 secs long, I pick the RogueDao file that is 6 sec and have it placed on that lipsync handle?
I would be one very happy camper if you would take the time and help me straighten one these question marks. So far I have just been confused on the exact use and usefulness of RD's Lip Flappers!
Cheers! :) :) :)
IL
The lipflapper pack contains 24 files - 12 wav files and 12 fxe files. The wav files are just silence, and the pxe files are the actual animations to make the lips move.
As I'm not recording any sound for my mod (there's way too much "key" dialogue for me to even attempt it!), all I have to do is enter "human_hhf_xx_seconds" for the sound on each node of the NPC's conversation. xx is the number of seconds the NPC should "talk" for, and enter that into the "sound" entry under the "node" tab for the npc's speech node.
If you're recording your own sound files, you may have a small amount of extra work to do. What you'd likely need to do then is to create a copy of the fxe file of the relevant length and name it the same as your recorded wav file. Note that I haven't actually tested this myself - so there may be some hardcoded reference to the relevant wav file in the pxe file format, so my sincere apologies if that doesn't work!
Thanks amstradhero! :)
It was as I feared then. Your description sounded a lot easier and now I know why - it had to do with the 'silent talking', as it were. I will push that lipflapping headache forward, procrastinating it to the very last lap in me mod making, as it all just seems so annoyingly awkward, hehe!
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