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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

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