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Tips and requirements for creating new IMP voices.[message #160171] Tue, 02 October 2007 21:07 Go to next message
Deathstruck

 
Messages:138
Registered:June 2007
Location: Czech Republic
So according at this topic I decided to create new topic for creating new voices for your IMPs!

First, I copied here the lines(BIG thanks the scorpion he posted it :ok:)

If you want to edit current voice, look for this sound files, for example 052_000, so that means that "2" here means 052_002

051 - Male IMP 1
052 - Male IMP 2
053 - Male IMP 3
054 - Female IMP 1
055 - Female IMP 2
056 - Female IMP 3

And here's the List.

0 Sees Enemy 1
1 Sees Enemy 2
2 3 or more enemies sighted
3 Monster in sight
4 Monster sighted for the first time
5 Comment about corpses eaten by monsters
6 Hears something
7 Monster Smell
8 Vague comment on something bad about to happen. In 1.13 used for grenade launcher, rocket launcher or tank presence
9 Monster still there
10 3 or more Monsters sighted
11 Item found 1
12 Item found 2
13 out of ammo
14 critical state, dying
19 weapon malfunction(Weapon Jammed)
20 Panic (under suppressive fire or repeated single shots) or got hit more times
21 Got hit
22 Enemy fires but misses
23 No clear line of sight/ can't fire at target (black cursor)
24 Bleeding
25 Tired
26 Out of breath
27 Killed enemy (also 62)
28 Killed Monster
33 Head explodes/ sees rotting corpse
35 Task completed
36 Disobey order (usually not killing civilians if Good guy)
37 Killed Deidranna
38 Killed Bug-Queen
39 NPC is asshole character (Pablo, Calvin..)
40 Commenting Low Morale
41 Opinion about Team (Idiots) probably used when using the talk icon/ cursor on mercs
42 Airstrike (Not used?)
43 Bad equipment quality
46 Skill Improvement/ Levelling
47 Bad Idea (not used?)
48 Obvious result of previous bad idea (not used?) (IMP Male 3 says something like "Didn't really expected that to work, did ya? -Smert)
55 Arrival at Omerta
56 Blind (Bug spit hit, flashbang in 1.13)
57 Lock/ Door can't be opened by Merc
58 NPC is sympathic (e.g. The head Miner at Drassen, already forgot his name :silly: )
59 Enemy in Sektor
60 Enemy still in Sektor (game turns real time)
61 Picked up cool item(But whatch out, only IMP Male 3(number 53), Female 1(54) and 2(55) have it!The rest are missing this line)
62 Killed enemy using a good weapon(IMP Male 2: "It gets the joob done!")
63 Met Joey (NPC 90)
64 IMP's & AIM chars: Confirmed to Miguel ("we'll teach that deidranna broad what's what)
65 All Enemies killed in sector
66 Bobby Ray's delivery incomplete (thievery/ loss)
67 Killed Doreen
68 Bloodcat sighted
69 Endgame comment
70 Enemies have retreated
73 Merc says "me too" (usually used when tired and other merc uses 25 first)
74 Equipment rendered unusable( IMP Male 2: "This thing belong in the nearest Trash can")
75 Trap on lock/ door
76 Trap/ landmine on the ground/ pressure action of any kind
78 Arrives at sector

The missing numbers means that IMP don't have them(Buddy merc commentaries etc.)

Of course there are some other lines:

052_ATTN - Dunno, havent find good program to play .GAP files, so can anybody tell me what this means?
052_ENEM - Same as up... probably seeing an enemy?
052_GOTIT - Says "Got It" when picking up the Item
052_LAUGH - Laughing (when killing an enemy etc.)
052_LOCKED - Comments locked door
052_OK1 - Accepting order
052_OK2 - Accepting order 2

et cetera.


here are some tips from DNA from Lowlands when recording:
For me, recording has been a learning experience.
I now 'know of', I do not 'know all about'.

- Record.
- Edit, selective-mute takes away all low-level noise: static from cable/HDD-noise background.

(these two combined imply it's best to record as loud as possible, sometimes LOUD messes with pronounciation)

(- Edit some more, tricks that make the voice sound unlike-the-owner.)

Digital editing works best at the highest samplerate,
44.100 16bit PCM, cd.quality and just as large, but for editing it is 'most accurate'

That's editing but most of the samples ingame are
22.050 4bit IMA ADPCM, some codec seems to be better than Mpeg3.

---
If you record at a high bitrate like 44.100 and then want to SAVE-AS 22.050 or plain lower,
there's a function-Resample that will allow you to change bitrate before saving without extra-noise left. (nyquist-rule: the highest possible frequency is half the sampling-frequency, since a sinus-wave moves + and - when converted to data each numerical value can be + or -, that's the 50%)



Could I ask moderators to stick this thread? It could be useful for peoples who wants to make new voices snd lines etc. Wink

Best regards

Smert and Czert the "Battle of Britain" group :smilingsoldier:


And yeah, post here your ideas and suggestion! It would be great :rulez:

[Updated on: Thu, 15 July 2010 22:49] by Moderator

Re: Tips and requirements for creating new IMP voices.[message #160183] Tue, 02 October 2007 22:44 Go to previous messageGo to next message
Marlboro Man

 
Messages:1268
Registered:October 2005
Location: USA
Smert, Czert, Bert, and Ernie. Reminds me of a lawfirm I hired once. Needless to say I lost the case, and ended up paying over 100 cookies. Smile))))))))))))))))


Re: Tips and requirements for creating new IMP voices.[message #160184] Tue, 02 October 2007 22:56 Go to previous messageGo to next message
Deathstruck

 
Messages:138
Registered:June 2007
Location: Czech Republic
100 cookies :bluegrin:

could you please stick this thread?Smile

[Updated on: Tue, 02 October 2007 22:56] by Moderator

Re: Tips and requirements for creating new IMP voices.[message #160189] Tue, 02 October 2007 23:33 Go to previous messageGo to next message
Marlboro Man

 
Messages:1268
Registered:October 2005
Location: USA
Stuck Wink


Re: Tips and requirements for creating new IMP voices.[message #160190] Tue, 02 October 2007 23:44 Go to previous messageGo to next message
CrUsHeR

 
Messages:26
Registered:August 2007
Location: Munich, Germany
afaik a "good guy" also refuses to plant landmines
Re: Tips and requirements for creating new IMP voices.[message #160191] Wed, 03 October 2007 00:17 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
smert

052_attn and the like are battlesounds. the .gap files that you mention only serve to define the eye-mouth movement, the actual sound files are 052_attn.wav and the like

in 1.13, you can also use .ogg files instead of .wav, this saves data size

the battlesounds are the speeches that have no subtitles, including the usual curses when missing and the like and other, usually short or inarticulated (052_humm) sounds.
Re: Tips and requirements for creating new IMP voices.[message #163517] Sat, 03 November 2007 20:22 Go to previous messageGo to next message
Elphiel
Messages:4
Registered:October 2007
Location: Germany, Berlin
052_attn sounds for me like attention. Like if ira say: "The Army...." and so on.
Re: Tips and requirements for creating new IMP voices.[message #163555] Sun, 04 November 2007 02:21 Go to previous messageGo to next message
Skott Karlsson

 
Messages:64
Registered:May 2001
Location: Oldsmar, FL. USA
This is an interesting topic. Has anyone made new sound files and if so what did you add/say?
Re: Tips and requirements for creating new IMP voices.[message #163574] Sun, 04 November 2007 13:23 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
Skott Karlsson
This is an interesting topic. Has anyone made new sound files and if so what did you add/say?


not specificly for IMP's, but i've done the almost same process for a number of RPC's in ja2 RR mod. I guess usually, you'd have to find a compromise between how cool a line you use sounds and how fast it grows old. the coolest, most original lines tend to grow old faster than more generic stuff.
Re: Tips and requirements for creating new IMP voices.[message #163604] Sun, 04 November 2007 19:45 Go to previous messageGo to next message
JaM1977

 
Messages:36
Registered:May 2007
Anyone is watching TV series "The Unit" ? Why not use some voices from there?It would be a fun to have a Jonas Blane, Mack Gerhart, Carlitto, Hector or Bob Brown in the game... There is a lots of phrases that can be used...
Re: Tips and requirements for creating new IMP voices.[message #163799] Tue, 06 November 2007 05:43 Go to previous messageGo to next message
PTizzle
Messages:2
Registered:July 2007
Would anyone be interested in me doing one? I have a real good recording setup here and I've done some voice work before. Only issue is that I have an Australian accent, but if anyone wanted something different for an IMP I'd like to give it a shot.
Re: Tips and requirements for creating new IMP voices.[message #163800] Tue, 06 November 2007 08:53 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
The accent isn't so much of a problem. Making a voice set for a whole character would be good though. Why not do a voice set for Mad Max to see how it goes Very Happy


Re: Tips and requirements for creating new IMP voices.[message #164745] Fri, 16 November 2007 22:51 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Sounds cool. I would suggest you make all storyline specific comments as generic as possible (avoid references to Queen, crepitus or even her) so this set could be used in any mod.


If you do up a set for the IMP why not then try a few AIM and or MERC characters? I for one could always use a new voice for my mod and I'm sure many others would like this.
Re: Tips and requirements for creating new IMP voices.[message #178878] Sat, 22 March 2008 21:37 Go to previous messageGo to next message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

I'm kind of surprised no one's done this yet, given how uniformly horrible the IMP default voices are.
Re: Tips and requirements for creating new IMP voices.[message #178944] Sun, 23 March 2008 20:44 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
see, the IMP's being so generic *has* to be that way

they have to be so awfully cheesy in order to fit all possible characters players want to think into them, also they are so useless modmaking wise that most modmakers simply forget they existed

see, the IMP's are worthless; storywise, they can have no story) personality wise (you can't even link an IMP's speech to his face, even less to the stats and skills that get randomly generated or min_maxed by the player so any attempt to give the IMP's a bit of personality will mess up things and leave an IMP voice that doesn't fit the player's prefered face, that doesn't fit the personality or the skills they assignend to them...)

you have no quest interaction, no personality, no nothing in IMP's so whle replacing IMP faces is an idea, replacing IMP speech doesn't sound a valuable enough idea to me.

however, if i liked some people's recordings for IMP voices, i might even consider using them. But i wouldn't invest too much of my time into that direction.
Re: Tips and requirements for creating new IMP voices.[message #178956] Mon, 24 March 2008 00:12 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Well, IMO speech was repalced already, somone made that Django replacment for JA2 wihch is danm funny because it was made for the german version and the dubbing is so darn funny. I for one would love voice replacment, like say, Clint Eastwood. You could use a lot of cool quotes from Dirty Harry or Hartbrake Ridge. There are many ideas regarding that. One guy was even doing a Blain from Predator as a IMP replacment.

So, I would love IMP replacments, both voice and face, as long as its good.
Re: Tips and requirements for creating new IMP voices.[message #178957] Mon, 24 March 2008 00:21 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
you make that as an RPC and then it sounds interesting. as an IMP it might have been funny in 2002.
Re: Tips and requirements for creating new IMP voices.[message #178958] Mon, 24 March 2008 00:26 Go to previous messageGo to next message
Lt.Havoc

 
Messages:34
Registered:April 2006
Location: Germany

Pardon? Why not simply tell me that you dont like the idea? I like it and I know a lot of people who would like it too. Also, the idea isnt that old, the Django IMP was relased 2 or 3 years go, also its newer then 2002. No idea what happend to Blain tho.
Re: Tips and requirements for creating new IMP voices.[message #178966] Mon, 24 March 2008 04:00 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
I guess its about personal preference. Some like Dirty Harry, others like James Bond. Whatever someone likes its not the point. Its about making something different from the ones that are really pretty crap. I only ever use one. Voices 2 and 3 just annoy me.

Ah well I hope to have a Sam Fisher one soon. Dunno if I'll do any more after it. Another guy is helping me with it at the moment so we'll see.


Re: Tips and requirements for creating new IMP voices.[message #178967] Mon, 24 March 2008 04:51 Go to previous messageGo to next message
Arethusa

 
Messages:26
Registered:August 2006
Location: Connecticut

Make me a Sam Fisher one and I'll hug you through the internet.
Re: Tips and requirements for creating new IMP voices.[message #178968] Mon, 24 March 2008 05:07 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
Well we'll see what happens then Wink

Also there is the GFG (Gap File Generator) for making .gap files. They tell the game when to use the eye and mouth animations in relation to the speech.


Re: Tips and requirements for creating new IMP voices.[message #186074] Fri, 23 May 2008 21:48 Go to previous messageGo to next message
TZar25

 
Messages:24
Registered:September 2007
Location: Hungary
I have a question, and I hope somebody here can answer it Very Happy
I'd like to keep the existing voice sets, and put the voice 4 from UB to work.
I have extracted the files, rewrote the ini, and already put the files into different .slf files, that I could imagine the voice to be used from, but the furthest I got was to get the battle sounds work. My IMP (lol) just stays silent. (I use the slot #169) Should I change something in ProEdit? Or just put the files somewhere else I did not try? Please help me out with this one! Thanks guys

Anyway, I am interested in everybody's custom voices as well as famous people's cut voices as IMP :DD

Thanks!!
Re: Tips and requirements for creating new IMP voices.[message #186076] Fri, 23 May 2008 23:11 Go to previous message
Raptorko

 
Messages:36
Registered:October 2007
Location: Slovakia

Kaerar, if you manage to make that Sam Fisher voices, let me know and I won't send you a kiss Very Happy
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