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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI Mouth movements

Author Topic: AI Mouth movements (15 messages, Page 1 of 1)
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Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Oct 25, 2017 09:21 PM    Msg. 1 of 15       
so i tried this script (sound_impulse_start levels\test\orpheus\orpheus_lines\crewman#1 crewman_talk 1) which emits from the biped but his mouth does not move at all is there a way to fix this?


MatthewDratt
Joined: Sep 11, 2010

CE3 - Takedown - HaloCE3.com


Posted: Oct 25, 2017 09:39 PM    Msg. 2 of 15       
Set the sound to script_dialog at the top of the sound file. Recompile the sound. There should some bytes for mouth data at the bottom after recompiling


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Oct 25, 2017 09:44 PM    Msg. 3 of 15       
thanks i was wondering why there was no mouth data on the tag. Also there is script_dialog_player and dialog_other do i choose other? also how do i recompile the sound. (sorry if I sound dumb its my first time messing around with this.)
Edited by Dabouss 15x on Oct 25, 2017 at 09:47 PM


MatthewDratt
Joined: Sep 11, 2010

CE3 - Takedown - HaloCE3.com


Posted: Oct 26, 2017 12:02 AM    Msg. 4 of 15       
It shouldnt matter. Assuming its a custom sound, you recompile it the same way as you first did. The only difference is tool will read the current .sound file and realize its a dialog file and create mouth data.


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Oct 26, 2017 12:19 AM    Msg. 5 of 15       
how i originally made the sound file is using the sound converter by {TLS}Udie but when i ran it through again it made it back into a projectile_impact and no mouth data but how do you do it with tool? Update: when I used tool it gave me an error so I used tool++ and it compiled but when I try to recompile the sound it does nothing any fixes?

Edited by Dabouss 15x on Oct 26, 2017 at 07:07 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 27, 2017 03:46 AM    Msg. 6 of 15       
Quote: --- Original message by: Dabouss 15x

how i originally made the sound file is using the sound converter by {TLS}Udie but when i ran it through again it made it back into a projectile_impact and no mouth data but how do you do it with tool? Update: when I used tool it gave me an error so I used tool++ and it compiled but when I try to recompile the sound it does nothing any fixes?

Edited by Dabouss 15x on Oct 26, 2017 at 07:07 PM


Your first mistake was using a sound converter. Your second was using tool++. Use tool to compile the sound and your issues will fix itself. If you have errors, tell us what the errors are and we'll teach you how to fix them.


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Oct 27, 2017 11:54 AM    Msg. 7 of 15       
So I used this command in tool tool sounds sounds\characters\crewman\crewman ogg 1 and this is what it said. Importing sounds\characters\crewman\crewman thats it so I tried compiling again and then it says this.

Importing sounds\characters\crewman\crewman
fixed corrupt tag enum field (sample_rate*)
the sound tag 'sounds\characters\crewman\crewman' may be corrupt.
And I know that it is not corrupt so I downloaded the latest .dlls and it still didn't fix it so I watched some video tutorials but still no fix. (I also tried with other sounds but same outcome.)


MatthewDratt
Joined: Sep 11, 2010

CE3 - Takedown - HaloCE3.com


Posted: Oct 27, 2017 01:18 PM    Msg. 8 of 15       
Delete the current .sound file and try again. Like I stated, tool will look at and read the current .sound file in the location to see if it needs to compile the sound with different settings.


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Oct 27, 2017 01:59 PM    Msg. 9 of 15       
It Finally compiled but there is one issue. After I have changed it to a dialog file and go to recompile it gives me this exception.

Importing sounds\characters\crewman
Compressing...
Done.
EAX: 0x00000000
EBX: 0x01485701
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x0018F590
ESI: 0x00000000
EBP: 0x0018F468
ESP: 0x0018F458
EIP: 0x77550C52
EXCEPTION halt in .\import_sounds.c,#935: sample_rate==_sound_sample_rate_22k
so i changed the sample rate to 22khz but still no change same error so I tried again but still same thing on both 44khz and 22khz

UPDATE: I FIXED IT! All I had to do was export the sound from audition with 22khz instead of 44khz! Thanks to MatthewDratt And R93 Sniper for your Help!
Edited by Dabouss 15x on Oct 28, 2017 at 02:28 PM


sparky
Joined: Jun 27, 2009

sparky#0096


Posted: Oct 29, 2017 12:03 AM    Msg. 10 of 15       
A simple program can generate mouth data for your tag. It's merely the amplitude of 30 samples per second of the sound, where 0x00 is silence and 0xFF is full loudness.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Oct 29, 2017 02:09 PM    Msg. 11 of 15       
Quote: --- Original message by: sparky
A simple program can generate mouth data for your tag. It's merely the amplitude of 30 samples per second of the sound, where 0x00 is silence and 0xFF is full loudness.


A program for generating mouth data at 44hz would be nice.


Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Oct 29, 2017 02:21 PM    Msg. 12 of 15       
There is no reason to have dialog sound at 44hz.


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Oct 29, 2017 03:33 PM    Msg. 13 of 15       
There is a reason to have dialog sound at 44hz.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 30, 2017 02:43 AM    Msg. 14 of 15       
Sound at 44khz is so much better sounding, it be great if someone could crack how to do it for the dialog.

Also took++ or the wrapper for hek+ are fine to use. There is another one out there that has some nice features in it too, and supports open sauce. I forget the name of the most recent GUI for tool, but I should because the creator put in some special features that supported a log of build dates and other features useful for debugging.


sparky
Joined: Jun 27, 2009

sparky#0096


Posted: Oct 30, 2017 05:17 AM    Msg. 15 of 15       
Generating mouth data is easy. Mouth data is simply a 30-per-second sampling of the amplitude of the sound samples... I actually did this in the past, I think, with an old Mac OS X 10.6 experimental build of Zeus.

Look here:

https://www.youtube.com/watch?v=ffnNeCLoxlo
https://www.youtube.com/watch?v=wocyknn1BMM

As I said earlier, a value of 0xFF in the mouth data means maximum amplitude in the sound and the mouth at its widest open animation position. 0x00 indicates silence and the mouth fully closed.
Edited by sparky on Oct 30, 2017 at 05:23 AM

 

 
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