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UTF Audio Files and Systems

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Post Sun Jun 22, 2003 7:11 pm

UTF Audio Files and Systems

I am making a system and i am getting relly mad of leaving one of the bases and hearing "Freelancer Alpha 1-1 This is _ you are cleared for luanch" I have the utf editor and know that the values it shows are hex but i have no idea how i would go about adding a new one. I have searched the forums for a while i have not found much...if anybody has any insights on this they would be appreciated by me and the New Rome System.

thx

Moo like a duck...well...a big duck but still.

-With enough preserverance and enough peanut butter, we can sucessfully stick a duck to the ceiling[!

Post Sun Jun 22, 2003 8:41 pm

I share your annoyance! But unfortunately I also don't know how to add a base name and make it work. Some thoughts though:

Adding a litle sound file to the utf file is not the problem; create it in a text-to-speech program; convert it to the same format as the original voice-sound files; create a new node in the utf file and import your sound file to it. Of course, it will not be easy to make the voice sound exactly like it's the person from that utf file, but'I guess it's possible to come close. (A very, very, very elaborate way would be to replace all voice-sound files with new ones that include the names of all your new bases and systems )

BUT - how does FL know when it needs a certain voice-soundfile? Apparently, as you point out in your example, we hear "Freelancer Alpha 1-1 This is __ you are cleared for launch", indicating that there is a way for freelancer to know what voice-sound file (containg some base's name) to insert at the __ .

Possibly FL uses the strid_name of a base or system (in universe.ini, e.g. strid_name = 196766) as a reference to what sound file it should use. It might be the case that the nodes names in the utf sound files, like 0x803000CA, are an encoded form of the strid_name?

Well, I'm afraid my post ain't even close to an answer to your question, but I think this subject deserves more attention. Especially from a genius guiding us through step-by-step

Post Sun Jun 22, 2003 10:48 pm

HEY! it's boink! I think u know that i know that u know who i am....

Post Sun Jun 22, 2003 11:25 pm

hi john...now a little help with the question please. oh yeah and the other person...cant remember username when i posted this, they are just simple wav files. you can figure out what they say just by exporting it (i figure you know that...) I would even go through the trouble of making a new voice to just make the darn thing say somehting coherant...

Moo like a duck...well...a big duck but still.

-With enough preserverance and enough peanut butter, we can sucessfully stick a duck to the ceiling[!

Post Mon Jun 23, 2003 12:08 pm

BoinKlasik wrote "they are just simple wav files. you can figure out what they say just by exporting it

You can even associate the .utf format with WinAmp; then double-clicking the file will play all the voice-sound files in that file. This is of course not all usefull, but it's possible

Anyway, keep us informed if you find out more.

Post Mon Jun 23, 2003 8:57 pm

I know that the ini files that are in the Audio folder are important, but I cant figure out how they work. they have the utf file they refer to at the top, then something like:
[sound
nickname = gcs_refer_blahblah
Attenuation = -4
and I think something else but i cant remember right now and im not on that computer. I think the gcs bit might be from some file...somewhere i remember a bit where it asks for a gcs refer base I have to look into it. I still dont know how the ini files know which sounds to play...thats the biggest problem!

Moo like a duck...well...a big duck but still.

-With enough preserverance and enough peanut butter, we can sucessfully stick a duck to the ceiling[!

Post Tue Jun 24, 2003 6:05 pm

well it seems like you have all the correct tools.

Load up your utf audio file in the utf editor. i am not completely certain but i think it is the nnvoice.utf.

Now the fun time consuming part. Extract the sounds and extract them as .utf. You might want to do some at a time so u remember what is what. Try and find the one that you are looking for. Load that one up in an audio editing program. I use cool edit. Once you have it loaded up you can delete it after and insert you own audio sound and save it as .utf.
Then import that .utf into the utf editor and save everything again as nnvoice.utf

should work i think.

Post Tue Jun 24, 2003 9:10 pm

um...but doesnt that end up making one other base not say anything? ill look into it, mabye I have no idea what im talking about...the utf file i have been using was atc_blah_f01.utf (or something like that...) thx for the help though

Moo like a duck...well...a big duck but still.

-With enough preserverance and enough peanut butter, we can sucessfully stick a duck to the ceiling[!

Post Wed Jun 25, 2003 5:46 am

I took a look into your problem again and just to let you know. It is possible to get it done but it will take a bit of work.

I have been looking into some of the .thn (script) files and everything there is all timed. Yes that includes the animation and dialogue. I am not saying that your problem is ther, I am just saying that there are other people helping you to fing the answer.

If you do accomlish this, and I hope that you do. remember to let us know

P.S.

this is what I found in the thn, it is only an example.

23.271,
START_MOTION,
{
"Char_li_mil_003_male_Extra01"
},
{
animation="Sc_MLBODY_CHRF_IDLE_BIG_000LV_XA_06",
duration=13.932,
trans_time=1,
time_scale=0.5,
weight=1,
heading=-1
}
},
{
23.522,
START_SOUND,
{
"dx_s076x_0701_juni"
},
{
duration=1.723
}

Post Wed Jun 25, 2003 10:48 pm

Hey, does that work with a normal script opener like wordpad (I am on a comp that doesnt have FL on it so i dont know) Ill go look but if i need something special plz tell me. I have been having funny problems with my mbases.ini file lately so i will start working on sounds again soon thx for the idea with thn files

Moo like a duck...well...a big duck but still.

-With enough preserverance and enough peanut butter, we can sucessfully stick a duck to the ceiling[!

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