Hard Light Productions Forums

Hosted Projects - Standalone => Wing Commander Saga => Topic started by: FlashFire on December 16, 2007, 03:40:22 am

Title: Help with ANIs and Personas
Post by: FlashFire on December 16, 2007, 03:40:22 am
Hey there everyone... first off... a round of applause to everyone that is involved in this project. While I too have been frustrated by delays, I appreciate that you would rather give us a final product that is worth playing than releasing something half-complete. Microsoft could learn something from you.

Anyhow... I've been making a few custom missions for my friends, but I was wondering - is there a place I can find a list of wingmen personas and ANIs for messages?

As a side note... I'm having difficulty getting custom voice acting to work. I can get the files to play back in FRED, but not so much in game. Overall I'm enjoying working with FRED... at first it was incredibly frustrating but after a "monkey-touch-the-monolith" moment, it clicked with me on just how the whole SEXP thing works.

Thanks for all of your work on this project, and I look forward to seeing what else you have in store for us!
Title: Re: Help with ANIs and Personas
Post by: Tolwyn on December 17, 2007, 08:40:19 am
Let's see: ;)

Comm Animations List

Head-CM3 - "Decoding Starship Transmission"
Head-CM4 - "Incoming Long Range Burst Transmission"
Head-CM5 - "Receiving Secondary Comm Channel"

Head-CP1 - Confed Pilot ambient
Head-CP2 - Confed Pilot battle
Head-CP3 - Confed Pilot Death - used for scripted deaths
Head-CP4 - Confed Pilot 2 ambient (currently not used)

Head-CT1 - Male Animation 1
Head-CT2 - Male Animation 2
Head-CT3 - Male Animation 3
Head-CT4 - Female Animation 1
Head-CT5 - Female Animation 2
Head-CT6 - Female Animation 3

Head-KA1 - Kilrathi Ace 1
Head-KA2 - Kilrathi Ace 1
Head-KA3 - Kilrathi Ace Death - used for scripted comms

Head-KC - kilrathi warship - used for ambient comms

Head-KP1 - Kilrathi pilot 1
Head-KP2 - Kilrathi pilot 2
Head-KP3 - Kilrathi death animation - used for scripted death messages

Head-PP1 - pirate head from Wing Commander 4

Head-STA - "Decoding Ship Transmission" fading to static: used for jamming messages and warship deaths

#Personas

;;Assassin
$Persona: Wingman 01    

;;Ninja
$Persona: Wingman 02

;;Major Baws
$Persona: Wingman 03    

;;Generic Human Pilot Male 1
$Persona: Wingman 04

;;Generic Human Pilot Male 2
$Persona: Wingman 05

;;Avatarr
$Persona: Wingman 06

;;Kilrathi Generic Death 1
$Persona: Wingman 07

;;Kilrathi Generic Death 2
$Persona: Wingman 08

;;Kilrathi Generic Death 3
$Persona: Wingman 09

;;Kilrathi Generic Death 4
$Persona: Wingman 10
Title: Re: Help with ANIs and Personas
Post by: FlashFire on December 17, 2007, 02:44:28 pm
Fantastic! Only one problem, I don't see CT# in the drop-down menu of ANI messages... I see the rest of them (and have already put them to use, I might add). Thanks, though... already an improvement.
Title: Re: Help with ANIs and Personas
Post by: Tolwyn on December 17, 2007, 02:55:33 pm
you can simply type the ani name :)

As to the voice messages. Be sure that they are stored either in wav or wav microsoft adpcm format. Be sure to put comm files into voices/special folder and to enter just the filename + file extension in FRED. ;)
Title: Re: Help with ANIs and Personas
Post by: FlashFire on December 17, 2007, 04:18:01 pm
you can simply type the ani name :)

As to the voice messages. Be sure that they are stored either in wav or wav microsoft adpcm format. Be sure to put comm files into voices/special folder and to enter just the filename + file extension in FRED. ;)

And with that first line, thou hast layed the holy smack down upon me. I was pretty sure that I was doing things correctly with the voice acting - but I'll give it another go. Thanks for all your help!
Title: Re: Help with ANIs and Personas
Post by: karajorma on December 20, 2007, 12:29:07 pm
You can also use ogg vorbis audio but unfortunately FRED can't play those (FS2_Open can but it means you can't test them except by seeing if they are correct in-game).
Title: Re: Help with ANIs and Personas
Post by: Tolwyn on December 20, 2007, 06:07:35 pm
You can also use ogg vorbis audio but unfortunately FRED can't play those (FS2_Open can but it means you can't test them except by seeing if they are correct in-game).

which is why I suggested adpcm for the start. :)
Title: Re: Help with ANIs and Personas
Post by: FlashFire on December 21, 2007, 01:42:18 am
I'm not terribly worried about the difficulties I had with the voice recording... I'm quite certain that it's something procedural I messed. My biggest concern was with choosing the correct ANIs for flavor. Can't wait until I have the full release in my hands to play with.  :p
Title: Re: Help with ANIs and Personas
Post by: Tolwyn on December 21, 2007, 01:06:57 pm
it is fairly easy, once you know what you are doing. Just keep trying and you might end up being on the team ;)
Title: Re: Help with ANIs and Personas
Post by: FlashFire on December 21, 2007, 10:50:42 pm
it is fairly easy, once you know what you are doing. Just keep trying and you might end up being on the team ;)

I usually try a few new toys out on each mission that I create. I'm creating missions as part of an RPG that some friends of mine are playing... so they do the role playing before and after each mission that they fly through, which influences the type of mission they see next. So far I've created -

-A simple three point patrol. Reminiscent of every first mission in every Wing Commander game. It was buggy as hell and uncoordinated as hell.
-A rendezvous/escort mission. Pretty easy - had to practice with positioning to keep the two transports from ramming each other during autopilot.
-A 1 on 1 simulator duel. Surprisingly difficult to program a worthy opponent. Upped the opponents hp and set him to "mainwingman" profile. In the storyline, the simluators are old and clunky green screens - so I changed the ambient light to reflect bright green vessels with no loss of visibility at a distance. Eerie effect. Looked thoroughly artificial.
-Just finished a bomber escort mission. I think next time, I'll just script fake torpedo launches after the fighter cover is destroyed and kill the cap ship with a "is-destroyed-delay" (checking status of the fighter cover). The AI bombers are just painfully dumb.

That's about it, though. Nothing fancy. Nothing team worthy. And I doubt if I have the time to create something team-worthy anyway.  :P

EDIT - Apparently I forgot how to write in English.