Author Topic: Custom Dialouge Sounds  (Read 3947 times)

Offline vonfrank

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Custom Dialouge Sounds
« on: October 16, 2008, 01:16:50 PM »
I was tinkering around with the RHCD missions in KM1.0 and for the Kobyashi Maru mission, i realized how cool it would be if you could hear the crew talk from ST:II in the game while the text comes up on the bottom.

I recorded the correct sounds for all of the speach but now i need to know what to do with the sound files and any other info to make them work in the "TNG Klingon Kobyashi Maru" Mission

any help at all would be appreciated

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #1 on: October 16, 2008, 01:36:01 PM »
The link between dialog (what you read onscreen) and what you hear is done through something called "TGL"s.

If the text is the same, then you can get away with just replacing the right mp3/wav files.
Otherwise it will get a bit harder since you would need to edit the tgl files. And the editor isn't that easy to use.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline vonfrank

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Re: Custom Dialouge Sounds
« Reply #2 on: October 16, 2008, 01:41:22 PM »
i know about the TGLs,
but just changing the mp3/wav files is difficult to do since i don't know where to put them.

the mission i was trying to modify was the "Kobyashi Maru" mission from ST:II and it does not have voiceovers, so there are no mp3/wav files to replace

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #3 on: October 16, 2008, 01:44:00 PM »
Then you will need to create a new tgl (call it KobayashaMaru.tgl for convience (sp)), then create a new directory in SFX.
Put your mp3s there (maybe organize them per crewmember?). Write descriptive names in the tgls for the lines, put the text with them, and the location of the corresponding mp3 file.

After that comes the hard part.
Editing the actual mission to call the dialog (using those descriptive names).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline SMBW

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Re: Custom Dialouge Sounds
« Reply #4 on: October 17, 2008, 11:00:30 AM »
I think these tgl files already exist. They're in: \data\TGL\RHCD\Episode\
Don't part with your illusions. When they are gone you may still exist, but you have ceased to live.  - -  Mark Twain

Sorry for my bad English!

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #5 on: October 17, 2008, 03:06:39 PM »
They are mostlikely for GUI.

Or are you saying that it already is a mission/campaign?
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline vonfrank

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Re: Custom Dialouge Sounds
« Reply #6 on: October 17, 2008, 09:05:50 PM »
it is already a mission, it has TGL's and they work, but it has no sound to go along with the dialouge and i wanted to add some

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #7 on: October 18, 2008, 07:26:19 AM »
Then you will need to edit that TGL to refer to your new mp3 files.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline vonfrank

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Re: Custom Dialouge Sounds
« Reply #8 on: October 18, 2008, 10:09:56 AM »
but where do i put the mp3 files, there is no folder fo them, where does the TGL look for the corresponding mp3 files?

Offline Kirk

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Re: Custom Dialouge Sounds
« Reply #9 on: October 18, 2008, 10:21:41 AM »
It doesn't, you'll have to make it look for them.

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #10 on: October 18, 2008, 11:34:15 AM »
I meant that you will have to point the references in the TGL to the right (in other words, your) MP3 files.
Meaning, you can place them anywhere you like, within the BC directory.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline vonfrank

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Re: Custom Dialouge Sounds
« Reply #11 on: October 18, 2008, 04:27:39 PM »
put them anywhere?

ok, that makes it easy! :D

i just need to make the TGL file labels correspond with the names of my MP3 files

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #12 on: October 18, 2008, 04:57:29 PM »
Just try to keep them organized, would you?


As for the TGLs, TGLs contain several fields, name, text, mp3 and (possibly) actor name.
Your job is to change either the mp3 filenames so that it matches the mp3/wav name mentioned by the TGL, or changing the TGL so that they match your sound files.
The former is easier.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline vonfrank

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Re: Custom Dialouge Sounds
« Reply #13 on: October 18, 2008, 05:11:41 PM »
i did what you said,

this is what the TGL file looks like  (this is default with KM1.0, i did not change it in any way)

                            3         y          ?   ,   *   ?   :   5   (  I   ?   Y  W   I   ?  e   T   ?  t   ^   
  ?   h   _  ?   r   (  ?   |   ?  ?   ?   ?  ?   ?   Briefing13 Briefing12 Briefing3 Briefing8 Briefing11 Briefing6 Briefing2 Briefing10 Briefing7 Briefing1 Briefing4 Briefing5 Briefing14 Briefing9 ?  C a p t a i n :   I ' m   a w a r e   o f   m y   r e s p o n s i b i l i t i e s ,   M i s t e r .   K i s k a :   M a y   I   r e m i n d   t h e   C a p t a i n   t h a t   i f   a   s t a r s h i p   e n t e r s   t h e   z o n e . . .   C a p t a i n :   O n   S p e a k e r s !   H u l l   p e n e t r a t e d ,   l i f e   s u p p o r t   s y s t e m s   f a i l i n g . . . .   C a n   y o u   a s s i s t   u s   S o v e r e i g n .     C a n   y o u . . . .   C a p t a i n :   D a m n . . .   R e d   A l e r t !     H e l m ,   p l o t   a n   i n t e r c e p t   c o u r s e .   S o v e r e i g n ,   o u r   p o s i t i o n   i s   V o l t a i r ,   S e c t i o n   T w o .   K i s k a :   C a p t a i n ,   I   a m   g e t t i n g   s o m e t h i n g   o n   t h e   d i s t r e s s   c h a n n e l !   C o m p u t e r :   V e s s e l   i s   t h i r d   c l a s s   n e u t r o n i c   f u e l   c a r r i e r .     C r e w   o f   8 1 .     3 0 0   p a s s e n g e r s .   C a p t a i n :   I n   t h e   n e u t r a l   z o n e .   C a p t a i n :   H e l m ,   p r o j e c t   p a r a b o l i c   c o u r s e   t o   a v o i d   t a k i n g   u s   i n t o   t h e   n e u t r a l   z o n e .   I m p e r a t i v e . . .   T h i s   i s   t h e   K o b a y a s h i   M a r u . . .   N i n e t e e n   p e r i o d s   o u t   o f   A l t a i r   s i x .     W e   h a v e   s t r u c k   a   g r a v i t i c   m i n e   a n d   h a v e   l o s t   a l l   p o w e r . . .   O u r   h u l l   i s   p e n e t r a t e d   a n d   w e   h a v e   s u s t a i n e d   m a n y   c a s u a l t i e s .   C o m m :   T h i s   i s   t h e   s t a r s h i p   S o v e r e i g n .     Y o u r   m e s s a g e   i s   b r e a k i n g   u p .     G i v e   u s   y o u r   c o o r d i n a t e s .     K i s k a :   E s t i m a t i n g   t w o   m i n u t e s   t o   i n t e r c e p t .   C a p t a i n :   D a t a   o n   K o b a y a s h i   M a r u !     T a c t i c a l !   ?   Briefing13.wav Briefing12.wav Briefing3.wav Briefing8.wav Briefing11.wav Briefing6.wav Briefing2.wav Briefing10.wav Briefing7.wav Briefing1.wav Briefing4.wav Briefing5.wav Briefing14.wav Briefing9.wav


as you can see, the Briefing13.wav Briefing12.wav Briefing3.wav ect.. are the names of the .wav files that the game reads.

i have the corresponding files in the main game directory folder for it to read, but there is still no speach in game

i am really confused

Offline Kirk

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Re: Custom Dialouge Sounds
« Reply #14 on: October 18, 2008, 05:24:13 PM »
You can't edit TGL's with notepad (or similar) you need to use the TGL editor on BCF.

Offline vonfrank

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Re: Custom Dialouge Sounds
« Reply #15 on: October 18, 2008, 05:25:33 PM »
i know that, i am not trying to edit it, i am trying to figure out why it is not reading the wav files

Offline MLeo

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Re: Custom Dialouge Sounds
« Reply #16 on: October 18, 2008, 05:34:36 PM »
You will have to either use a TGL editor.
Or, and this is more likely, you need to adapt the scripts to ensure that they use spoken dialog.
I don't know every script out there, so I can't guide you what to change of the top of my head.

Aside from that, it's also possible that you didn't properly encode the wav files.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline JimmyB76

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Re: Custom Dialouge Sounds
« Reply #17 on: October 19, 2008, 08:39:06 AM »
use WinLame to encode the mp3 files...