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  1. #1

    Default Re: Voicemod setup guide - EB as an example

    Ok i try and game crash if i use .MP3 and its work fine with .wav

  2. #2
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    Yes, the game crashes to desktop when you try using MP3s.

    Also, you must use the correct WAV codec, which is MS ADPCM 8bit (compressed).


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

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    The Dark Knight Member wlesmana's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    Question: did you notice that regardless of culture, in campaign map if your army has a general leading it and despite the voice type of his bodyguard unit, the army (multiple units selected) ALWAYS use the General_1 voice type? If an individual unit is selected, then it's using that unit's voice type. But if the army has a general, and multiple units are selected, it's always using General_1.

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    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    Well, then you're not doing it right. Because it works very well in my tests.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

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    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    I had same problem as wlesmana in BI - tried using general_1 for monster noises for special units, and found to my embarrassment it was automatically getting used for bodyguards and groups with general in.... so had to switch everything around and borrow medium_1 instead.
    Not used mods before? Looking for something small and fun?!
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    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    Then you have undoubtedly made errors in EDSUV.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

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    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    As of now, EB has a total of 6 voicemods:

    K-Celtic (Gallic), Q-Celtic (Celt-Iberian), Pahlavan (Parthians and others), Latin (SPQR), Proto-Germanic (Sweboz), Greek (6 different voices spread out on 8 factions).

    So yes, it can be done. And here is how it is organized:

    Voice culture 1. (culture Roman)

    Roman = Roman = General_1

    Voice culture 2. (cultures Greek,Egyptian)

    Greek0 = Baktria, Koinon Hellenon, = General_1 (Greek,Egyptian)
    Greek1 = Epeiros = Heavy_1 (Greek)
    Greek2 = Ptolemaioi = Medium_1 (Egyptian)
    Greek3 = Makedonia = Light_1 (Greek)
    Greek4 = Arche Seleukeia = Female_1 (Egyptian)



    Voice culture 3. (culture Barbarian)

    Gallic = Aedui, Arverni, Casse = General_1 (barb)
    Germanic = Sweboz = Heavy_1 (barb)
    Q-Celtic = Lusotannan = Medium_1 (barb)
    Greek2 = Getai = Light_1 (barb) *remove ptolemaioi units



    Voice culture 4. (cultures eastern,carthaginian,nomad)

    Pahlava = Pahlava, Hayasdan, Sauromatae, Saka = General_1 (eastern, nomad)
    Greek5 = Pontos = Heavy_1 (eastern)
    Punic = Qarthadast, Saba = Medium_1 (carthaginian)


    Notice how no cultures are repeated, and no voicetype classes are repeated. The EDSUV in EB 1.0 had many such mistakes, and I had to correct them just now the last 3 days.

    Many mistakes you make comes in the form of the same classes or cultures having been called twice already.

    Also, ALL the units must be mentioned in EDSUV. Not only must they be mentioned, but they must be mentioned in under the correct culture and under the correct voicetype class.

    Example:

    Code:
    				unit roman cavalry camillan eqvites
    				event
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_romani_1.wav
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_romani_2.wav
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_romani_3.wav
    					group
    				end
    				unit roman cavalry eqvites consvlares
    				event
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_consulares_1.wav
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_consulares_2.wav
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_consulares_3.wav
    					group
    				end
    				unit roman cavalry eqvites praetoriani
    				event
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_praetoriani_1.wav
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_praetoriani_2.wav
    					folder eb/data/sounds/latin
    					Roman_Latin_name_equites_praetoriani_3.wav
    					group
    				end
    It doesn't even matter if you don't have a unit name voice file, like here:

    Code:
    ;GETAI
    				unit dacian cavalry komatai hippeis
    				event
    					group
    				end
    				unit dacian cavalry ktistai
    				event
    					group
    				end
    				unit dacian cavalry phylakes daoi
    				event
    					group
    				end
    As you can see these assignments are devoid of any wav-file reference, except the generic "group" assignment. So when you click these units, they won't tell you their name. But, if I didn't assign them in here like this, they wouldn't have voices at ALL! Or, they would have the General_1 voicetype of the voice culture.. meaning Getai being in the Barbarian culture (but should speak greek), they'd be speaking Gallic. This is why it's crucial to list every single unit - whether you have the soundfile for them or not.
    Last edited by Shigawire; 02-23-2008 at 22:54.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  8. #8
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    Quote Originally Posted by Shigawire View Post
    Yes, the game crashes to desktop when you try using MP3s.

    Also, you must use the correct WAV codec, which is MS ADPCM 8bit (compressed).
    I was able to achieve the same affect (i.e. make it work) with radio quality WAV sounds made in accessories=> enterntainment=> sound recorder. (it saves at a rate of 43kb/sec). problem in my case is a lack of an amplifying microphone (instead it records the sound as is).

    anyways, I have a question: how can I make a unit (in this case, a feudal sargeant) use different languages, so in the English faction they use middle english, and in france old french?
    Last edited by Ibrahim; 06-19-2008 at 00:29.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

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  9. #9
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    I have tested what I was asking before and I'm afraid the result is not positive.

    Here is my method of testing:

    I edited EDSUV from RTW vanilla (unmodded). I take the roman culture and edited Light_1 and replaced the group formation voice with something noticeable (in this case, screeching women's voice). I did not change anything else.

    Then I edited the early roman general cavalry voice from General_1 into Light_1.

    I then head into campaign and fight with my Roman general. The voice heard when forming a group was NOT the screenching women's voice. It's the regular Roman general.

    Second testing:

    I reloaded vanilla EDSUV. I now changed group formation voice announcement of General_1 with screeching women's voice. Now I have the roman general cavalry in Light_1, with screeching women voice in General_1. No other changes.

    I head in campaign, fight with my Roman general, and when I press group fromation button, I heard screeching women's voice.

    My conclusion:
    In campaign (works only for generals and NOT captain), the game automatically uses General_1 of that culture for any unit with the general, regardless of the unit's original voice in EDU.

    In your case, I suspect that any Greek faction will use whichever voice is in General_1 of greek culture.

    This sucks really bad because now I could never get Nazgul and orc general voices in 1 culture, nor could I have Eowyn sound like her in campaign.

  10. #10
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    but you have answered my question: thanks
    for you
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

  11. #11
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    wlesmana, one question about your test, did you remember to delete/rename the events.dat file? From my own testing, changes to sound do not take effect if the file is there in its original name. I usually rename to events.dat.bak.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  12. #12
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Voicemod setup guide - EB as an example

    Yes, I did. Like I mentioned in my second testing, the general unit was using the screeching women voice, so it's a change already.

    I really, really hope I was wrong though. I hope Shigawire forgot to mention something and that EB voice mod actually works. The fact that my Nazgul generals got orc voices and Eowyn sounds like a guy is rather annoying.

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