?Problem?How to add a vivid Wheatley into the level?
Second is, how do you guys put these voicelines into work? When I use ambient_generic(known it's not the best way) to open the sound browser, I can't play these vcd scene files. Then I used VIDE, Valve Integrated Development Environment, to open one of the .vpks. I found the vcd files inside and exported them out. But no media player could play them. I also got the DTLite, which seems to be some kind of virtual drive, also didn't work. Since I can't even play the voiceline out, I have completely no idea how to make wheatley speak something that make sense. Could you plz help me out?
VCD files don't contain the sound (that's in sounds/vo/ in the VPK). They are played with logic_choreographed_scenes, and contain information for what the "actors" will be doing to synchronise with the audio lines. This means that as long as you have correctly named NPCs (@sphere for wheatley, @glados/@glados2 for GLaDOS, Announcer, various for Cave) all animations and things like PoTaTOS's light will play in perfect sync without you needing to do anything. The VCDs usually have the exact same filename as the associated WAV, so it's easy to figure out which match what.
To find lines, either extract sounds/vo from the VPK (dlc1 and 2 have some more lines), or go to the Portal wiki's voice line list.
TeamSpen210 wrote:
VCD files don't contain the sound (that's in sounds/vo/ in the VPK). They are played with logic_choreographed_scenes, and contain information for what the "actors" will be doing to synchronise with the audio lines. This means that as long as you have correctly named NPCs (@sphere for wheatley, @glados/@glados2 for GLaDOS, Announcer, various for Cave) all animations and things like PoTaTOS's light will play in perfect sync without you needing to do anything. The VCDs usually have the exact same filename as the associated WAV, so it's easy to figure out which match what.
One little clarification: if you're using a logic_choreographed_scene, it will load and play the proper sound for the voice line automatically to save you the trouble of syncing up the sound with the animation.
TeamSpen210 wrote:
For the screen, Valve has provided the instances/monitor/wheatley_studio.vmf instance, which contains Wheatley already setup with lighting and a camera. There's also the wheatley_bigscreen instance in the same folder which gives you a screen, with animations and logic to shatter it when the player flings into it. Position it flush in the wall, then send an input to make it extend. There's inputs on the studio instance to make Wheately "enter"/"leave" the camera.VCD files don't contain the sound (that's in sounds/vo/ in the VPK). They are played with logic_choreographed_scenes, and contain information for what the "actors" will be doing to synchronise with the audio lines. This means that as long as you have correctly named NPCs (@sphere for wheatley, @glados/@glados2 for GLaDOS, Announcer, various for Cave) all animations and things like PoTaTOS's light will play in perfect sync without you needing to do anything. The VCDs usually have the exact same filename as the associated WAV, so it's easy to figure out which match what.
To find lines, either extract sounds/vo from the VPK (dlc1 and 2 have some more lines), or go to the Portal wiki's voice line list.
Thanks for the detailed explanation! I finally know where is "sounds/vo". It's the sound browser in hammer..! Well do you mean I only need to set the .vcd in the logic_choreograph_scenes, and the animation will be played automatically too?
FelixGriffin wrote:
TeamSpen210 wrote:VCD files don't contain the sound (that's in sounds/vo/ in the VPK). They are played with logic_choreographed_scenes, and contain information for what the "actors" will be doing to synchronise with the audio lines. This means that as long as you have correctly named NPCs (@sphere for wheatley, @glados/@glados2 for GLaDOS, Announcer, various for Cave) all animations and things like PoTaTOS's light will play in perfect sync without you needing to do anything. The VCDs usually have the exact same filename as the associated WAV, so it's easy to figure out which match what.
One little clarification: if you're using a logic_choreographed_scene, it will load and play the proper sound for the voice line automatically to save you the trouble of syncing up the sound with the animation.
Got it, Thanks!
CamBen wrote:
Usually for already existing voice lines, mappers (at least I'd do this, and it isn't too hard) will usually go on the wiki or something to preview voice lines, then find the line you want using Ctrl F, then right click on the line and open it in a new tab. The name of the file should be at the top, and should correspond almost perfectly to the same vcd file
I almost know what I need to do. In the sound browser I found not too much vcd with filter "wheatley". Maybe there are others with filter "core" or "sphere"...
I think I'm messing up with the names. So basically, what is the name for generic_actor, prop_dynamic(with whealey's model) and logic_choreograph_scene? I set both generic_actor and prop_dynamic with name @sphere...
TeamSpen210 wrote:
No generic_actor is used, you should use either a npc_personality_core (core form), or npc_wheatley_boss (monitors, GLaDOS body)
Yeah. See how I forget things, like the Wheatley. When I removed the generic_actor and added the npc_wheatley_boss, I succeeded playing several wheatley lines. However, many of the lines in the sound browser seemed not be able to played. In game it played a voice like "Oh fxxxxx things, what now" instead, which is actually a Game Sound named "error" in the sound browser. Also I didn't see the animation synced. So could you tell me what is wrong? I don't know how to name the logic_choreograph_scene entity and the prop_dynamic model for Wheatley.
Freeman|TR wrote:
it played a voice like "Oh fxxxxx things, what now"
(It's "Oh fiddlesticks, what now?". It's not cursing at you
)