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nigelbland

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About nigelbland

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  1. nigelbland

    Moving lips/mouth?

    See my post here: http://www.flashpoint1985.com/cgi-bin....t=58898 As for the location of the files, your description.ext would go somewhere like this C:\Documents and Settings\Nigel\My Documents\ArmA Other Profiles\Nigel\missions\Convoy.Sara Now you can also put your audio files in that folder. however one audio file would not work in that folder and I could only get it working by putting it in a subdirectory. As along as the LIP file and the OGG file are in the same directory the lip sync should work.
  2. The format of my WAV file should be as follows Bit Rate: 705kbps Sample Size: 16bit Sample Rate: 44kHz Audio Format: PCM Channels: 1 (Mono) Right click on the wav file in windows and see if it matches. I threw a stereo file at Wavetolip and it didn't do anything, no errors, no lip file.
  3. Hi, not sure about OFP Sound Lab but I use audacity (free wave editor). Here's exactly what I do 1) Record or import audio into Audacity 2) Usually I normalise the audio (gets highest possible level without compressing the signal) though this isn't nessesary. 3) Make sure the audio is in mono. This option is available via the drop down arrow next to the audio track name (look at the dialog box next to the wavform) 4) Export 1 Wav file and then Export 1 Ogg file 5) Close Audacity, don't bother saving cause that is for project files 6) Download Wave2Lip Wave2lip wiki entry 7) Unzip Wave2lip, your supposed to be able to drag and drop the WAV file ontop of the WaveToLip.exe. This didn't work for me, so getting a Command prompt up (cmd.exe), browse to the location and run "WavetoLip.exe Myaudio.wav" (minus the speech marks) or you could setup a windows shortcut to do this. 8) The should generate a LIP file which you need to place in the same directry as your OGG file, inside your mission folder. 9) Create a Description.ext file in your mission folder and amend the following to suit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds {  sounds[] =    {     Myaudio    };   class Myaudio   {    name = "Myaudio";    sound[] = {"\Myaudio.ogg", db-35, 1.0};    titles[] = {  };  }; } 9) Now ingame create a second soldier to yourself and give him the name Mike 10) Create a small trigger infront of the soldier, when you set into it the following script is activated <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Mike say "Myaudio" (of course replacing myaduio with what you used) 11) Now when triggered his mouth should move according to the audio. TIP: If the mouth movement isn't very positive, trying boosting or normalising the audio and export that to WAV, you may clip(distort) the sound slightly (which is why I'd say don't export this version to OGG) however the Wave2Lip app will be able to pick up on the audio better and generate a better lip file. Half of my speech look as if they are mumbling in the quiet bits. :P EDIT: Having just looked at the OFP Sound Lab, I can't see why it wouldn't work. It gives the added bonus of creating the OGG and LIP file at the same time. The only problem I've having at the moment is getting the soldier to really sound as if he's saying it. Even at some distance I'm still hearing it at the same level it was originally recorded. Admintedly I've not traveled half way across the map and tested it :P
  4. It's seemed to be after I clicked the Save button. I'd re-started the mission a number of times after various tweaks to get it working but only after I clicked save and then restarted the mission did it work. Come to think of it, it IS possible that I'd hadn't saved the mission again after creating the description.ext file. I would be supprised if that would be the case but possible. Of course I had originally saved the mission at the start to get the mission folder.
  5. Was just messing with the identities in Description and was getting frustrated that none of my changes were happening. Only after saving the mission again did the changes take place. (The description.ext was already saved as the changes happened straight after saving the mission in the editor) I imagine others may come across the same issue so I'd thought I'd post. Though I'm sure that I managed to alter the cfgsounds without re-saving the mission. Any comments/experience with this?
  6. Thanks for the replies, I'll give that a go!
  7. Just experimenting with getting a unit inside a house using the Initialization field when adding a unit. I thought that the following would work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NearHouse = nearestBuilding this; Â this setPos (NearHouse buildingPos 1); However the unit disapears. I set a trigger to detect whether the unit was in the area but he wasn't. If I set the buildingPos to 0 then he appears exactly where I put him originally, outside the house. Any ideas?
  8. Just been reading up on this visitor 3 tool. Sound great if you can import real world data. I wrote a good tutorial for Battlefield 2, the file is no longer available on the original host, but you can find it here: http://www.trtournament.com/downloa....1_0.doc The original release forum post is here, some nice pictures of what some people had done http://bfeditor.org/forums/index.php?showtopic=1210&st=0 Not sure if there's a picture in that forum post at all but importing a map of cyprus into bf2 was great. Oh yeah it exists http://img373.imageshack.us/img373/1739/cyprus1fy.jpg I had to make it small cause my PC would chug on those high maps. Getting good quality DEM data is the hard part. I imagine it will be the same in Visitor 3, the map tweaking will be easier than finding the perfect map :P Hopefully, Visitor 3 should be able to read the dem files without having to convert them to heightmaps. This cuts down on possible noise problems. Sometimes when exporting from terragen it used to create huge spikes along the edges of the map. This I can only put down to noise (black and white speckles) at the edge of the file.
  9. nigelbland

    Gun view movement is "TERRIBLE"

    For a typical FPS type Gun View set the float to minimum, the gun is then fixed. Tweak it then to your prefered solution. I've got it so its flexible yet I can be confident that my gun will point where I want it before the target moves.
  10. nigelbland

    Gun view movement is "TERRIBLE"

    I too found the gun movement very irritating. Infact its the main reason I was disapointed. Getting a decent aims seems to take longer than should. I tried tweaking various settings (mouse axis sensitivity) but still the same. I imagine against a human player both would have a similar problem, however I felt at a disadvantage against the AI. Glad someone else thinking the same, I was thinking it was me. I haven't played flashy for years so I can't remember but I don't remember it being so sensitive. Its like flying a kite, slight movement left and WOOOOOSH the gun is all the way over to the left.
  11. nigelbland

    Demo today....WOOT

    If I get your drift right, the demo is a different island so we won't be able to cross over. However I hope its got enough in it to keep us busy until Feb
  12. nigelbland

    Demo today....WOOT

    I would imagine Fileplanet want to keep their subscriber base so probably seek deals with publishers to debut demos and exclusive content to keep subscription worth while. While its a shame no other download links have been mentioned (I wouldn't be supprised if 3dgamers would mirror it as it also runs on the same subscription system), as soon as the demo has been downloaded by the right people it should duplicate across the net in no time.
  13. nigelbland

    Demo today....WOOT

    I'm just hoping the download won't exceed 1gb. Does anyone with fileplanet able to see the file size.
  14. nigelbland

    Demo today....WOOT

    See Short News http://www.armedassault.com/ and here http://www.fileplanet.com/features/filereserve/ Mirrors: http://arma-fr.e-mengine.com/demo....547.zip http://armed-assault.de/downloads/multiplayer-demo-103.html#download ftp://www.armedassault.info/armad/other/ArmADemo103FINAL.zip http://files.filefront.com/Armed+A....fo.html http://games.internode.on.net/filelist.php?filedetails=4972 (Australia) http://games.tiscali.cz/clanek/demo.asp?id=11558 http://gameswelt.de/pc/downloads/demos/detail.php?item_id=61917 http://www.3dgamers.com/dlselec....ip.html http://www.bis-ingame.net/downloa....mo.html http://www.computergames.ro/ro....mo.html http://www.extreme-players.de/download.php?id=11691 http://www.fangaming.com/fileinfo.php?fileid=604&gameid=190 http://www.filenuts.com/Armed.Assault.Demo_1864.html http://www.fileplanet.com/171876/download/Armed-Assault-Demo http://www.fileshack.com/file.x/10003/Armed+Assault+Demo http://www.fragland.net/downloads.php?id=15569 http://www.gamershell.com/download_17023.shtml http://www.gamesfire.at/downloads,id441,armed_assault_demo.html http://www.ggmania.com/?smsid=22942 http://www.playfuls.com/news_8718_Armed_Assault_Demo_Download.html http://www.vgpro.com/file/20232_ArmADemo103FINAL.zip.html http://www.worthdownloading.com/download.php?gid=1697&id=9754 http://www.ga.com.ba/download/149.html Filename is armademo103final.zip and should be around 846mb
  15. nigelbland

    ArmA Progress Updates

    Armed Assault put back to q4 offical? any comment on this. http://www.bluesnews.com/cgi-bin....d=70103
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