VerySolidSnake 0 Posted June 14, 2004 Me and Brian (the actor of Chase) are going to be filming the followup hopefully by the end of the week. What it will basically be is a Brian rooming with an OFP character, who will have the voice of me. It will kind of be like a reality TV show, they have interviews and funny events happen ("Yea sometimes we go out in the neighborhood to clear out the russians... only on weekends though...") Some things i need help with. First of all, is there like a example mission for lipsinc? Like something I can use so i just change the filename so it will lipsinc something i say? Also, i remember seeing a while back a breakdancing animation, i'll be needing that, don't have a clue where to find it though. Also if you guys have any ideas or suggestions for the movie go ahead and let me know, i'd love to hear them! Share this post Link to post Share on other sites
hellfish6 7 Posted June 14, 2004 Suggestion: Post in the mission editing forum. Share this post Link to post Share on other sites
redface 1 Posted June 15, 2004 go here for breakdance topic glad to hear you continue this genuinely original & fantastic idea Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 Quote[/b] ]Some things i need help with. First of all, is there like a example mission for lipsinc? Like something I can use so i just change the filename so it will lipsinc something i say? Also, i remember seeing a while back a breakdancing animation, i'll be needing that, don't have a clue where to find it though. It is easy to do the lipsync. Download the Program Wav2Lip From the BIS page. Download and place it in a root folder eg. C:\thefolder\Wav2Lip.exe Drag and drop the file you want to convert to the program. Done. Place both files (Or incase you only want him to do the lipsync) In the regular sound folder do the usual crap and it should work. I have tons of garbage with some sort of lipsync in it, but it's all on my old computer :-/ Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 I'm not getting this (Aint that a shocker! ) I have the wavetolip in folder -> C:\lipsync\ I drag my .wav onto it, and then nothing happens, no new file is created Share this post Link to post Share on other sites
Postduifje 0 Posted June 15, 2004 Great to hear you're continuing this, I really enjoyed that first movie Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 I'm not getting this   (Aint that a shocker!  )I have the wavetolip in folder -> C:\lipsync\ I drag my .wav onto it, and then nothing happens, no new file is created Right. Try to have it directly on in C:\ if it works. Also, Make sure that It's 16-bit, mono, 44.1KHz, and make sure that there are no spaces in the file name. Copy the file first to the same folder as wav2lip and then drag it to the program. Honestly I'm like a sligtly retarded duck when it comes to editing. (That's why i really should stay out of any mission editing competitions.) Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 Download this file (From http://www.rhetorical.com) They happens to use the right file typ etc. Download it (save target as) and try it. Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 Oh pants! Nada. I drag the file over the .exe icon, drop it, and still nothing. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 This is Ãœber strange. So you have 1) wav2lip in C:\lipsync\Wav2Lip.exe. 2) The file m001_hello in the same folder. 3) You drag the file over the exe. 4) Nothing happens. Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 It's working now, had it in the wrong folder dropping it on the wrong .exe :P Thanks for the help, and I know I'll need more, let me go get the sugar! oohh yeah, good stuff, now. How do I get this into the game? How do I add sounds into the desc.ext so I can use them ingame (I'm a newbie to cfg class stuff in the desc.ext) Share this post Link to post Share on other sites
redface 1 Posted June 15, 2004 just put it in the sounds folder, no need to define the lipsync separately in the .ext (just the usual cfgSounds definition, which you can find illustrated in any good mission Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 just put it in the sounds folder, no need to define the lipsync separately in the .ext (just the usual cfgSounds definition, which you can find illustrated in any good mission usual cfgSounds sounds like it should mean something  I honestly don't know how to do the cfg stuff, and as far as seeing it illustrated in any good mission, I don't know how to dePBO either  so I need another folder (sounds) in my mission folder? Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 Okay this is from the description.ext from a mission i made. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">debriefing=0 onLoadMission=Tommy, get ready onLoadIntro=Loading Cutscene... class CfgMusic { tracks[]= { fate, JB008, end }; class fate { name = "fate"; sound[] = {\music\fate.ogg, db+0, 1.0}; }; class end { name = "end"; sound[] = {\music\end.ogg, db+0, 1.0}; }; class JB008 { name = "JB008"; sound[] = {\music\JB008.ogg, db+0, 1.0}; }; } class CfgSounds { sounds[] = {predikan,gja,gj3,gj4}; class gja { name = ""; sound[] = {"gja.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; class gj3 { name = ""; sound[] = {"gj3.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; class predikan { name = ""; sound[] = {"predikan.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; class gj4 { name = ""; sound[] = {"gj4.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; class gj2 { name = ""; sound[] = {"gj2.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; class gj6 { name = ""; sound[] = {"gj6.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; First part is for defining music, the second part for Sounds (speech) Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 And yes, make a subfolder in your mission folder called sound, or music depending on what you want. (Or both) place the ogg there, together with the sound file. Make sure that you have the same file name for the lip file, as for the ogg file. pants.ogg + pants.lip that is. Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 I have lip.ogg and lip.lip in the /sounds/ folder Description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic  {  tracks[]=  {  zsong1 };   class zsong1 {  name = "zsong1";  sound[] = {\music\zsong1.ogg, db+0, 1.0};  };  } class CfgSounds { sounds[] = {lip}; class lip { name = ""; sound[] = {"\sounds\lip.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; I did playsound "lip" in the init of an AI, and the sound plays, but the lips aren't moving. What am I doing wrong? And what is "0, $STRM_ride"? Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 I have lip.ogg and lip.lip in the /sounds/ folderDescription.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic  {  tracks[]=  {  zsong1 };   class zsong1 {  name = "zsong1";  sound[] = {\music\zsong1.ogg, db+0, 1.0};  };  } class CfgSounds { sounds[] = {lip}; class lip { name = ""; sound[] = {"\sounds\lip.ogg", db+0, 1.0}; titles[] = { 0, $STRM_ride }; }; I did playsound "lip" in the init of an AI, and the sound plays, but the lips aren't moving. What am I doing wrong? Strange. I assume that the lip is in the same folder and has the same name? Quote[/b] ]And what is "0, $STRM_ride"? I don't remember  Edit: I think it indicates that it is speech. Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 Yup, both the .ogg and the .lip have file name - lip. Â Both in the sounds folder Is it whatever unit I put the playSound "lip" into it's init that lips should move? When I do playSound "lip" in an init, I hear it the same volume no matter where I am, maybe this is the problem? Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 Try adding it via a trigger dude1 say "lip" where dude1 is the guy you wan't to speak. Also the folder name should be "sound" not "sounds" ^_^ Share this post Link to post Share on other sites
Harnu 0 Posted June 15, 2004 You're the man, man! Â I don't know how many times I can say thank you, But I'll try! Thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you... Â Thanks! Share this post Link to post Share on other sites
cozza 24 Posted June 15, 2004 on the topic of LipSync. How do you get a 16 bit audio sample. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 15, 2004 on the topic of LipSync. How do you get a 16 bit audio sample. http://www.dbpoweramp.com/ is a grate converter where you get to select the bitrate etc. Share this post Link to post Share on other sites