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Thread: How to create a new accent

  1. #1
    Aikanár's Avatar no vaseline
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    Default How to create a new accent

    In this tutorial we'll create a new accent for a faction of a modfoldered mod step by step.
    The total conversion Third Age:Total War will be used as an example of how to create the accent, but if you follow this tutorial you should be capable of doing it for every other mod as well.
    As for a possible hardcoded limit of accents, till now I've reached none, therefore it seems to be possible to create an unique accent for every faction of a mod up to the hardcoded limit of 31 factions and furthermore for every character in the game, if one has enough patience to do so.
    Sidenotes:

    If you're not using WinXP but vista x32/x64 or Win7 x32/x64 the first step before you start to mod is to follow this great tutorial by SigniferOne to ensure that you circumvent the UAC (user account control) and thus avoid any interference of it.
    Always do a backup of whatever file you might change or replace.
    Never delete anything that does no harm!
    multilanguage compatibility:

    If you want to have the voices of your mod compatible to every MIIK localization, do not include the extracted Medieval II or Medieval II Kingdoms vanilla .idx files into your modname\data\sounds\Voice folder!
    The game will automatically play the vanilla files according to every localization!
    That is, of course, only if they are used at all in your mod.

    Prerequisites and how to use them: Like to any other soundediting, you will have to download the .idx extractor created by Vercingetorix and the officially released Medieval II soundfiles.
    For special purposes like adding an existing accent of the americas, british_isles, crusades or teutonic campaigns to your mod, you've to download the officialy released Kingdoms soundfiles
    Take note that even if you're modding for MIIK, you don't need the MIIK soundfiles as long as you don't intend to use accents of the MIIK campaigns.
    When you've downloaded the MII soundfiles extract all of them into your modname\data\ folder without the permission to overwrite files.
    Using the .idx extractor:
    When you've downloaded the .idx extractor, you've to extract it and place all the files into your modname\data\sounds folder, in our case the Third_Age\data\sounds folder.
    Most of the options explained in the readme.txt are of no particular concern of yours, but it's worth to have a look at it nevertheless.
    To add new voices to your accent, you've to extract the Voice.idx of your mod (Third_Age\data\sounds\Voice.idx)
    Select the extract_sounds.bat and open it with any given texteditor. Change it in order that it looks like this:
    Code:
    .\xidx.exe -x Voice
    pause
    Save your changes and doubleclick the extract_sounds.bat. The voices will now be extracted into your modname\data\sounds\data\sounds\Voice (Third_Age\data\sounds\data\sounds\Voice) folder.
    After the extracting process is done, cut the Voice folder and paste it into your mod\data\sounds folder in order that it looks like this: modname\data\sounds\Voice (Third_Age\data\sounds\Voice).
    Delete the modname\data\sounds\data folder.
    Since we only want to add a new accent and thus only need the Voice.idx extracted, we're done with the .idx extractor.

    coding: Now comes the fun part, the coding .
    To add a new accent you've to edit the following files:
    • descr_sounds_accents.txt - in this file the accent is defined and the faction(s) get assigned to the accent
    • descr_sounds_units_confirm.txt - in this file the accent gets assigned to unit groups
    • export_descr_sounds_prebattle.txt - in this file all prebattle voices, such as battle speaches, are assigned
    • export_descr_sounds_soldier_voice.txt - in this file all the individual voices of the soldiers, such as yells, grunts, moans &c., are assigned
    • export_descr_sounds_stratmap_voice.txt - in this file all strat map voices, such as selection, movement, diplomacy &c., are assigned
    • export_descr_sounds_units_battle_events.txt - in this file all battle map voices of the narrator are assigned
    • export_descr_sounds_units_voice.txt - in this file all the battle map voices of the units are assigned
    • diplomacy.txt - in this file you've to place the text you want to have displayed when the sound is played
    • diplomacy_speech.txt - see above

    In our example we will now add a new accent for the faction egypt. Since egypt represents the High-elves in Third Age, we will name the accent Quenya, but you can basically name the accent to whatever your liking may be. Take note that some of the original sound files have a last blank line, leave this line alone!
    descr_sounds_accents.txt: We add the new accent at the bottom of the file and assign the faction egypt to it. Don't forget to remove the faction egypt from the former accent!
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;
    
    accent English
        factions turks, scotland, sicily, milan, normans, saxons, teutonic_order, slave
    
    accent Scottish
        factions moors
    
    accent French
        factions
    
    accent German
        factions england, hre, france, papal_states
    
    accent Mediterranean
        factions byzantium, portugal
    
    accent East_European
        factions russia, poland, hungary, denmark
    
    accent Arabic
        factions spain, venice
    
    accent Mongolian
        factions timurids, aztecs
    
    accent Quenya ;<<<<<<< new accent
    	factions egypt

    descr_sounds_units_confirm.txt: We further need to add the accent to the accent line:
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Units group confirm bank
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    DEFAULT: 3d mindist 16 priority 170 fadein 0 fadeout 0
    DEFAULT: minpitch .8 maxpitch 1.1 volume -15 probability 1
    DEFAULT: distancepriority -1 randomdelay .3  effect_level .6 rndvolume -15 
    
    BANK: unit_confirm
    
       	
    			
    ; Mediterranean, English, Scottish, German, French, East_European, Arabic, Mongolian				
    			
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  ROMAN   ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    	accent Mediterranean, English, Scottish, German, French, East_European, Arabic, Mongolian, Quenya ;<<<<<<<<<< new accent
    		class General, Heavy
     			event lod 5 minpitch .8 maxpitch 1.0
     			  folder data/sounds/voice/human/generic
     			  Infantry_Group_Confirm_Small_01
     			  Infantry_Group_Confirm_Small_02
     			  Infantry_Group_Confirm_Small_03
     			end
     			
     			event lod 10 minpitch .8 maxpitch 1.0
     			  folder data/sounds/voice/human/generic
     			  Infantry_Group_Confirm_medium_01
     			  Infantry_Group_Confirm_medium_02
     			  Infantry_Group_Confirm_medium_03
     			end
    			
    			event lod 30 minpitch .8 maxpitch 1.0 
    			  folder data/sounds/voice/human/generic
    			  Infantry_Group_Confirm_Large_01
    			  Infantry_Group_Confirm_Large_02
    			  Infantry_Group_Confirm_Large_03
    			  Infantry_Group_Confirm_Large_04
    			  Infantry_Group_Confirm_Large_05
    			  Infantry_Group_Confirm_Large_06
    			  		  
    			  
    			end
    
    
    				
    		class Light
     			event lod 5 minpitch .9 maxpitch 1.05
     			  folder data/sounds/voice/human/generic
     			  Infantry_Group_Confirm_Small_01
     			  Infantry_Group_Confirm_Small_02
     			  Infantry_Group_Confirm_Small_03
     			end
     			
     			event lod 10 minpitch .9 maxpitch 1.05
     			  folder data/sounds/voice/human/generic
     			  Infantry_Group_Confirm_medium_01
     			  Infantry_Group_Confirm_medium_02
     			  Infantry_Group_Confirm_medium_03
     			end
    			
    			event lod 30 minpitch .9 maxpitch 1.05
    			  folder data/sounds/voice/human/generic
    			  Infantry_Group_Confirm_Large_01
    			  Infantry_Group_Confirm_Large_02
    			  Infantry_Group_Confirm_Large_03
    			  Infantry_Group_Confirm_Large_04
    			  Infantry_Group_Confirm_Large_05
    			  Infantry_Group_Confirm_Large_06
    			end


    Now you've to reflect which existing accent may fit your faction best concerning the generic voices such as moans, yells &c.. In this case the english accent, the one egypt was originaly assigned to, fits best.
    When you've decided which original accent you prefer, work yourself through the remaining files and copy the entire section of the original accent. Paste it to the end of the file, but not in the last blank line.
    Rename the accent line in order that it fits the name of your newly created accent.
    Be careful with all changes of the code!
    Always keep the given layout and never change a directory of the soundfiles, but place the soundfiles you want to add into the correct folder.
    Here are the examples of how the beginning and the end of the accents should look like.

    export_descr_sounds_repbattle: The beginning of the section:
    Code:
    		 accent Quenya
                      element VNV_OPENING
                               VnV  
                               trait BadCommander
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
                                                      xEnglish_Intro_1_1.mp3
                                                      xEnglish_Intro_1_2.mp3
                                                      xEnglish_Intro_1_3.mp3
                                        end
                               VnV  
                               trait BadDisciplinarian
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Pre_Battle_Speech
                                                      xEnglish_Intro_2_1.mp3
                                        end
    The end of the section:
    Code:
                               VnV  
                               pri 9
                                        event
                                                 folder data/sounds/Voice/Human/Generic
                                                      Cheer01.mp3
                                        end
                               VnV  
                               pri 9
                                        event
                                                 folder data/sounds/Voice/Human/Generic
                                                      Cheer02.mp3
                                        end
                               VnV  
                               pri 9
                                        event
                                                 folder data/sounds/Voice/Human/Generic
                                                      Cheer01.mp3
                                        end
                               VnV  
                               pri 9
                                        event
                                                 folder data/sounds/Voice/Human/Generic
                                                      Cheer02.mp3
                                        end

    export_descr_sounds_soldier_voice.txt: The beginning of the section:
    Code:
    		 accent Quenya
                      class General
                               vocal Individual_Attack_Grunt
                                        event mindist 0.75 priority 120 volume -20 probability .4
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_General_Individual_Attack_Grunt_1.wav
                                                      English_General_Individual_Attack_Grunt_2.wav
                                                      English_General_Individual_Attack_Grunt_3.wav
                                                 folder data/sounds/Voice/Human/Generic
    The end of the section:
    Code:
                               vocal Individual_Battle_Scream
                                        event mindist 2 volume -10 probability .2 priority 100 probradius 10
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Light_Battle_Scream_01.wav
                                                      English_Light_Battle_Scream_02.wav
                                                      English_Light_Battle_Scream_03.wav
                                                      English_Light_Battle_Scream_04.wav
                                                      English_Light_Battle_Scream_05.wav
                                                      English_Light_Battle_Scream_06.wav
                                                      English_Light_Battle_Scream_07.wav
                                                      English_Light_Battle_Scream_08.wav
                                                      English_Light_Battle_Scream_10.wav
                                                      English_Light_Battle_Scream_11.wav
                                                      English_Light_Battle_Scream_12.wav
                                                      English_Light_Battle_Scream_13.wav
                                                      English_Light_Battle_Scream_14.wav
                                                      English_Light_Battle_Scream_15.wav
                                                      English_Light_Battle_Scream_16.wav
                                                      English_Light_Battle_Scream_17.wav
                                                      English_Light_Battle_Scream_20.wav
                                                      English_Light_Battle_Scream_21.wav
                                                      English_Light_Battle_Scream_23.wav
                                                      English_Light_Battle_Scream_24.wav
                                                      English_Light_Battle_Scream_25.wav
                                                      English_Light_Battle_Scream_26.wav
                                                      English_Light_Battle_Scream_27.wav
                                                      English_Light_Battle_Scream_28.wav
                                                      English_Light_Battle_Scream_29.wav
                                                      English_Light_Battle_Scream_30.wav
                                                      English_Light_Battle_Scream_31.wav
                                                      English_Light_Battle_Scream_32.wav
                                                      English_Light_Battle_Scream_33.wav
                                                      English_Light_Battle_Scream_34.wav
                                                      English_Light_Battle_Scream_35.wav
                                                      English_Light_Battle_Scream_36.wav
                                                      English_Light_Battle_Scream_39.wav
                                                      English_Light_Battle_Scream_40.wav
                                                      English_Light_Battle_Scream_41.wav
                                                      English_Light_Battle_Scream_43.wav
                                                      English_Light_Battle_Scream_44.wav
                                        end

    export_descr_sounds_stratmap_voice.txt: The beginning of the section:
    Code:
             accent Quenya
                      type Admiral
                               vocal Attacked_Enemy
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Camp_Map
                                                      xEnglish_Admiral_Attacked_Enemy_1.mp3
                                                      xEnglish_Admiral_Attacked_Enemy_2.mp3
                                                      xEnglish_Admiral_Attacked_Enemy_3.mp3
                                        end
                               vocal Attacking
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Camp_Map
                                                      HE_Attack_Enemy01.mp3
    												  HE_Attack_Enemy02.mp3
                                        end
    The end of the section:
    Code:
                      type Witch
                               vocal Death_Cry
                                        event delay 0
                                                 folder data/sounds/Voice/Human/Localized/Camp_Map
                                                      English_Witch_Death_Cry_1.mp3
                                                      English_Witch_Death_Cry_2.mp3
                                                      English_Witch_Death_Cry_3.mp3
                                        end
                               vocal Select_Enemy
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Camp_Map
                                                      English_Witch_Select_Neutral_1.mp3
                                                      English_Witch_Select_Neutral_2.mp3
                                                      English_Witch_Select_Neutral_3.mp3
                                        end

    export_descr_sounds_units_battle_events.txt: The beginning of the section:
    Code:
             accent Quenya
                      notification Allied_Army_Leader_Killed 1
                               event
                                        folder data/sounds/Voice/Human/Localized/Battle_Events
                                        xEnglish_Allied_Army_Leader_Killed_1.mp3
                               end
                      notification Allied_Army_Leader_Killed 2
                               event
                                        folder data/sounds/Voice/Human/Localized/Battle_Events
                                        xEnglish_Allied_Army_Leader_Killed_2.mp3
                               end
    The end of the section:
    Code:
                      notification Player_Engine_Unmanned 1
                               event
                                        folder data/sounds/Voice/Human/Localized/Battle_Events
                                        xEnglish_Player_Engine_Unmanned_1.mp3
                               end
                      notification Player_Engine_Unmanned 2
                               event
                                        folder data/sounds/Voice/Human/Localized/Battle_Events
                                        xEnglish_Player_Engine_Unmanned_2.mp3
                               end

    export_descr_sounds_units_voice.txt: The beginning of the section:
    Code:
    		 accent Quenya
                      class General
                               vocal Group_Created
                                        event 
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_General_Group_Created_1.wav
                                                      English_General_Group_Created_2.wav
                                        end
                               vocal Group_Disbanded
                                        event 
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_General_Group_Disbanded_1.wav
                                                      English_General_Group_Disbanded_2.wav
                                        end
    The end of the section:
    Code:
                               vocal Unit_State_Phalanx_Off confirm
                                        event 
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Light_Unit_State_Phalanx_Off_1.wav
                                                      English_Light_Unit_State_Phalanx_Off_2.wav
                                        end
                               vocal Unit_Under_Attack
                                        event 
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Light_Unit_Under_Attack_1.wav
                                                      English_Light_Unit_Under_Attack_2.wav
                                        end

    diplomacy.txt The beginning of the section:
    Code:
    {DRT_QUENYA_ACCEPT_BRIBE}*any given text you like*
    {DRT_QUENYA_ACCEPT_BUY_VOTE}*any given text you like*
    {DRT_QUENYA_ACCEPT_COUNTER}*any given text you like*
    The end of the section:
    Code:
    {DRT_QUENYA_SELL_VOTE}*any given text you like*
    {DRT_QUENYA_THREAT}*any given text you like*
    {DRT_QUENYA_TRADE}*any given text you like*

    diplomacy_speech.txt The beginning of the section:
    Code:
    {xQuenya_Diplomat_Intro_Demeanour_Neutral_1}
    *any given text you like*
    
    {Quenya_Diplomat_Intro_Demeanour_Neutral_2}
    *any given text you like*
    The end of the section:
    Code:
    {xQuenya_Princess_Offer_Countered_Open_Positive_2}
    *any given text you like*
    
    {Quenya_Princess_Offer_Countered_Open_Positive_3}
    *any given text you like*
    Take note that the Syntax in the diplomacy_speech.txt is like follows:
    Code:
    {Name_of_the_soundfile_used_in_export_descr_sounds_stratmap_voice.txt_without.mp3}

    That's basically all you need to do to add a new accent to the game. But till now our new accent is nothing else than a copy of the preexisting english accent.

    recording: Now we're going to add newly recorded voices to our accent.
    Of course, you have to record your voices first.
    I recommend to always record in .mp3 format first regardless whether you might want to add strat map or battle map voices.
    Take note that CA most of the times, but not always, uses a simple "x" to distinguish .wav (battle map) from .mp3 (strat map) voices (x_name.mp3 vs. name.wav) as a starter for the filename.
    The final format of the voices in order that they are heared ingame must be:
    • strat map voices MUST be .mp3 format!
    • battle map voices MUST be .wav format 352kbit/s and MUST be recorded or converted in 16bit mono 22.050 Hz!

    I suggest to use a mp3 to wav converter, which are freeware and can be found in the net, to convert your original recording to wav and to level your voices on the one hand, to get rid of possible background noises on the other hand.

    When you've finished your recording, you have to place the files in the right directory. The directory it needs to be placed in can be found in the code of the sound files (see above).

    Now that you've recorded your voices, made sure they are in the correct format and palced them in the corresponding directories, it's about time to code them into the corresponding files.

    If all the coding and recording is done, you should backup your Voice.idx and Voice.dat as well as your events.idx and events.dat.
    Delete the Voice.idx, Voice.dat, events.idx and events.dat and start your game.
    The game will now recreate those files. While the spalsh screen is up, hit the escape button twice.
    When your loading screen pops up you should here a short sound, if you can here it, that's an idicator that the files have been successfully recreated and that no further problems should arise.

    Basically, we're done now

    Enjoy modding
    Last edited by Aikanár; July 23, 2012 at 01:49 PM. Reason: Updated - added diplomacy section


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  2. #2
    Libertus
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    Default Re: How to create a new accent

    I am trying to fix my Third age sound and get rid of the orc accents on my Silvan elves. I changed them to English in accents and deleted the voice.dat and voice.idx files but the files don't regenerate even when I add back the unpacked files above. Any idea what my problem is there?

    Also I have been thinking of giving them a French accent but can't open voice 3 files with the extracter mentioned above (which have the strat map voices I am looking for)

    thnks

  3. #3
    Aikanár's Avatar no vaseline
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    Default Re: How to create a new accent

    Quote Originally Posted by tirane View Post
    I am trying to fix my Third age sound and get rid of the orc accents on my Silvan elves. I changed them to English in accents and deleted the voice.dat and voice.idx files but the files don't regenerate even when I add back the unpacked files above. Any idea what my problem is there?
    By default the mongols (silvan elves) are assigned to the english accent!
    If this is changed, the easiest soloution is to do a new installation.
    But if you want to do it without a new installation, you've to make sure that you've extracted the original Voice.idx of Third age in the first place.
    Make sure you've copied the extracted Voice folder from Third_age\data\sounds\data\sounds to Third_age\data\sounds.
    Place mongols in the accent English line of the descr_sounds_accents.txt and remove it from whereever it was misplaced.
    Delete your Voice.idx, voice.dat, events.idx and events.dat.
    Start the game = should work.

    Quote Originally Posted by tirane View Post
    Also I have been thinking of giving them a French accent but can't open voice 3 files with the extracter mentioned above (which have the strat map voices I am looking for)

    thnks
    As long as you just intend to add the new accent French to the game, you just need to copy the corresponding sections of the MMII vanilla soundtext files into your corresponding soundtext files in the Third_age\data folder. You do not need to extract the vanilla voice3.idx to have them played. The game always reads from vanilla .idx files when some files are not found in the modfolder, thus the multi-localization compatibility. That said, the files have to exist in the .idx files i.e. only vanilla files.
    But if you want to extract the Voice3.idx, just place all the files of the .idx extractor into your Medieval II Total War\data\sounds folder and make sure your extract_sounds.bat looks like this:

    Code:
    .\xidx.exe -x voice3
    pause
    Last edited by Aikanár; April 25, 2010 at 11:49 AM.


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  4. #4
    Libertus
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    Default Re: How to create a new accent

    I can not get the eastern european accent away from my mongol/silvan troops. I even installed the new elven accent pack and wiped my voice data in favor of new. I am trying to figure out if somehow my original MWII Kingdom files are corrupted? Here is my accent file:
    accent English
    factions turks, scotland, milan, sicily, normans, saxons, teutonic_order, slave
    accent Scottish
    factions moors
    accent French
    factions
    accent German
    factions england, hre, france, papal_states
    accent Mediterranean
    factions byzantium
    accent East_European
    factions russia, poland, hungary, denmark
    accent Arabic
    factions spain, venice
    accent Mongolian
    factions timurids, aztecs
    accent Quenya
    factions egypt, portugal
    accent Sindarin
    factions mongols

    I noticed the Quenya is not being spoken either. I have my own mod which blended FROME and Vale of Anduin but somehow messed up the Silvan Elves (mongols) sound.

  5. #5
    Aikanár's Avatar no vaseline
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    Default Re: How to create a new accent

    Quote Originally Posted by tirane View Post
    I can not get the eastern european accent away from my mongol/silvan troops. I even installed the new elven accent pack and wiped my voice data in favor of new.
    You're sure you've started a new campaign and did not load any savegame?

    Quote Originally Posted by tirane View Post
    I am trying to figure out if somehow my original MWII Kingdom files are corrupted?
    Highly unlikely!

    Quote Originally Posted by tirane View Post
    Here is my accent file:
    accent English
    factions turks, scotland, milan, sicily, normans, saxons, teutonic_order, slave
    accent Scottish
    factions moors
    accent French
    factions
    accent German
    factions england, hre, france, papal_states
    accent Mediterranean
    factions byzantium
    accent East_European
    factions russia, poland, hungary, denmark
    accent Arabic
    factions spain, venice
    accent Mongolian
    factions timurids, aztecs
    accent Quenya
    factions egypt, portugal
    accent Sindarin
    factions mongols
    Remove accents that have no faction assigned and make sure the accent file has a last blank line without any spaces or tabs.

    Quote Originally Posted by tirane View Post
    I noticed the Quenya is not being spoken either. I have my own mod which blended FROME and Vale of Anduin but somehow messed up the Silvan Elves (mongols) sound.
    Well, make sure that all accents exist in all the seven files.
    Make sure that the accents you've assigned to the factions have the new units assigned in the export_descr_sounds_units_voice.txt. Each unit needs its entry in the specific accent.
    There's a lot you can mess up by merging mods


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  6. #6
    Libertus
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    Default Re: How to create a new accent

    I look back and notice the problem began when I downloaded and played the DAC (Divide and Conquer) submod. I never used any of it's files and can't see how one submod would effect the other.
    In my above example should I eliminate the accent French entirely as it has no factions assigned?

    Also does every unit in my EDU need a seperate entry in export_descr_sounds_units_voice.txt? I see alot of vanilla units not on there that I think just enter by class of unit rather than "GONDOR SPEARMEN" they just say "SPEARMEN" when unit is selected.

    My problems have been on the STRAT MAP only which I don't think this file effects.
    Last edited by tirane; April 28, 2010 at 02:07 AM. Reason: more info

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    Default Re: How to create a new accent

    Quote Originally Posted by tirane View Post
    I look back and notice the problem began when I downloaded and played the DAC (Divide and Conquer) submod. I never used any of it's files and can't see how one submod would effect the other.
    My line was adressed at the merging of VoA and FRoME. I assume you've installed DaC to another installation of TA then your merging project, have you?

    Quote Originally Posted by tirane View Post
    In my above example should I eliminate the accent French entirely as it has no factions assigned?
    Normally it doesn't matter whether or not you have accent entries in the descr_sound_accent.txt with no factions assigned, as long as you make sure that these accents exist in the other six sound files.

    Quote Originally Posted by tirane View Post
    Also does every unit in my EDU need a seperate entry in export_descr_sounds_units_voice.txt? I see alot of vanilla units not on there that I think just enter by class of unit rather than "GONDOR SPEARMEN" they just say "SPEARMEN" when unit is selected.
    If you want them to have their individual sound, you've to include every unit, you can adress them via class (heavy, light, cavalry) two, of course, but this means that you've the same sounds played for every unit of these clases, hence f.e. all units classed as heavy in the edu will use the same set of voices.

    Quote Originally Posted by tirane View Post
    My problems have been on the STRAT MAP only which I don't think this file effects.
    If you've a strat map only problem, then the error most definitely is in the export_descr_sounds_stratmap_voice.txt.
    It can be anything from a wrong entry to a typo or, sometimes a format error you can't track or clean but using your backup file and doing all the changes again. Just doublecheck the export_descr_sounds_stramap_voice.txt. And, of course, make sure that you've only used .mp3 formated soundfiles for the stratmap, placed them in the correct folder data\sounds\Voice\Human\Localized\Camp_map and that the soundentries end with .mp3 .
    Last edited by Aikanár; April 28, 2010 at 02:40 AM.


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    Default Re: How to create a new accent

    I am confused about the Elven soundpacks. They say they do not change the files: The soundpacks are compatible with each and every submod which are using the corresponding versions and do not change the listed files below!
    And then list those files as changed:
    Changed files:

    • ...\data\descr_sounds_accents.txt
    • ...\data\descr_sounds_units_confirm.txt
    • ...\data\export_descr_sounds_prebattle.txt
    • ...\data\export_descr_sounds_soldier_voice.txt
    • ...\data\export_descr_sounds_stratmap_voice.txt
    • ...\data\export_descr_sounds_units_battle_events.txt
    • ...\data\export_descr_sounds_units_voice.txt
    • ...\data\sounds\events.idx
    • ...\data\sounds\events.dat
    • ...\data\sounds\Voice.idx
    • ...\data\sounds\Voice.dat
    I unpacked it and manually deleted the corresponding files in my mod and replaced them with these. There was no change so I do believe the first statement. the only change I made was moving my Dunland/russia accent and Lorien/portugal.

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    Default Re: How to create a new accent

    Quote Originally Posted by tirane View Post
    I am confused about the Elven soundpacks. They say they do not change the files:
    No, you just misread it. It's expressis verbis stated that they do change the files and that they are compatible with each and ever submod which do not change the listed files below...
    Quote Originally Posted by tirane View Post
    The soundpacks are compatible with each and every submod which are using the corresponding versions and do not change the listed files below!
    I actually don't know what is not understandable in this sentence.

    Quote Originally Posted by tirane View Post
    And then list those files as changed:
    Changed files:

    • ...\data\descr_sounds_accents.txt
    • ...\data\descr_sounds_units_confirm.txt
    • ...\data\export_descr_sounds_prebattle.txt
    • ...\data\export_descr_sounds_soldier_voice.txt
    • ...\data\export_descr_sounds_stratmap_voice.txt
    • ...\data\export_descr_sounds_units_battle_events.txt
    • ...\data\export_descr_sounds_units_voice.txt
    • ...\data\sounds\events.idx
    • ...\data\sounds\events.dat
    • ...\data\sounds\Voice.idx
    • ...\data\sounds\Voice.dat
    I unpacked it and manually deleted the corresponding files in my mod and replaced them with these. There was no change so I do believe the first statement. the only change I made was moving my Dunland/russia accent and Lorien/portugal.
    What did you unpack? The soundpack.rar or the .idx? What do you want to achieve?
    As far as I understand you, you're trying to make the soundpack compatible to what? FRoME? VoA? Both?
    Even if this thread is not about the elven soundpack, the rules described in this tutorial, of course, apply if you want to make my elven soundpack compatible to FRoME or VoA.


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    Default Re: How to create a new accent

    Aikanar, Thank you for the clarification!

    When I unpack the with the extractor and extract the Voice.idx of any mod (Third_Age\data\sounds\Voice.idx)
    and cut and past the voice file into its proper place. Then Delete the Voice.idx, Voice.dat, events.idx and events.dat and start your game, My Voice.idx and Voice.dat do not rebuilt properly and I get silence. Any idea what step I am missing. I am not changing or adding any files.

    To get around this I downloaded a fresh vanilla 1.41 and then cut and pasted my mod on top of it but left the files you mentioned above along with the sound folder entirely alone. I still had the same problem so I am asking if you know any other files that have to do with the assignment accents. The export_descr_sounds_stratmap_voice.txt seems fairly generic and it is the assignment of my accents that is being directed somewhere to cause my error.

    At this point I have 6 factions with errors: Anduin talking Scottish (acceptable), The dwarves talking with English accent, Silvan elves and Rhun have the German orcish accent. And my Goblin Faction is talking in Arabic. My goal is to try and correct this.

    With GREAT respect for your patience Thanks
    Last edited by tirane; April 30, 2010 at 11:24 PM. Reason: error

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    Default Re: How to create a new accent

    Have you downloaded and extracted the officially released soundtext files?
    If you've done so, the issue is either related to text editing, meaning that not all changes are done.
    Have you merged the extracted Voice folders of your mod and vanilla?
    If you can't figure what may be wrong, I suggest to assign all factions to the same accent f.e. English and start the game.
    Test whether or not all factions speak the English accent.
    If so, proceed and change the accent for one faction only, delete the events.idx/dat and voice.idx/dat and test whether or not the faction speaks the new accent.
    Proceed like that for every other factin, step by step.
    If you're proceeding like that, you'll have to find out, wich accent is not working propperly.
    All in all it sounds to me, like some crucial editing has gone either wrong or is missing.


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

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    Default Re: How to create a new accent

    "When you've downloaded the MII soundfiles extract all of them into your modname\data\ folder without the permission to overwrite files."

    Is the intention to have duplicate files such as?:

    descr_sounds
    descr_sounds (2)

    I have not put the files in my mod data folder until now

    I have all the extracted files and the idx extrator works to extract the third age files. However when I Delete the Voice.idx, Voice.dat, events.idx and events.dat and start my game, My Voice.idx and Voice.dat do not rebuilt properly. Reading the other threads this appears to be a problem for others as well.
    Last edited by tirane; May 01, 2010 at 03:56 PM. Reason: more info

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    Default Re: How to create a new accent

    IT WORKS!! ALL FACTIONS HAVE THEIR CORRECT ACCENT!
    To think how much easier it would have been if I followed the directions right the first time.

    How does it work? Does the game pull the files from the alternate files as well?

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    Default Re: How to create a new accent

    Quote Originally Posted by tirane View Post
    IT WORKS!! ALL FACTIONS HAVE THEIR CORRECT ACCENT!
    To think how much easier it would have been if I followed the directions right the first time.
    well
    I'm glad it works now

    Quote Originally Posted by tirane View Post
    How does it work? Does the game pull the files from the alternate files as well?
    The game reads from the sound files. It will not read from lets say a descr_sound_accents_copy.txt.
    If it works now, one or several files were missing before.


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

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    Default Re: How to create a new accent

    I modify a total Conversion like Third Age and i want to replace old Strat-Voices with completely new Voices.

    But my Problem is: If i give the Faction the Mongolian Accent and Change the Path + Place the mp3-Files, the Faction be totaly quiet.

    If i let them by the English Accent and replace in the Folder-Structure a specific Voice-File with a new one, there aren´t any change Ingame.
    I try many things but nothings seems to help.
    Its... confusing.
    I don´t know the Problem and i would be happy about any help

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    Default Re: How to create a new accent

    Quote Originally Posted by Amon Amarth 93 View Post
    I modify a total Conversion like Third Age and i want to replace old Strat-Voices with completely new Voices.

    But my Problem is: If i give the Faction the Mongolian Accent and Change the Path + Place the mp3-Files, the Faction be totaly quiet.
    Why do you change the path of where the .mp3 files are placed in?
    I suggest to never change the path of where the files are saved in, but save the files in the folders mentioned in the .txt files.
    When a faction is quite after changes are done, this can be caused by:
    • .dat and .idx files have not been deleted before the start of the game
    • not all soundtext files are in the data folder
    • wrong soundfile format
    • typos
    • &c. pp.


    Quote Originally Posted by Amon Amarth 93 View Post
    If i let them by the English Accent and replace in the Folder-Structure a specific Voice-File with a new one, there aren´t any change Ingame.
    Have you deleted the voice.idx, voice.dat, events.idx and events.dat files? You always need to have them rebuilded by the game after every change!


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

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    Default Re: How to create a new accent

    Why do you change the path of where the .mp3 files are placed in?
    I would create a new Folder-Structure which is more practical and clear to use. I do this, bevause i have to make all Voice-Sounds new and its a lot easier if i have for every faction a specific folder, for example.

    Unfortunatly it don´t work with the native parts also.

    • .dat and .idx files have not been deleted before the start of the game
    • not all soundtext files are in the data folder
    • wrong soundfile format
    • typos
    • &c. pp.
    All that i have checked a hundred times and have it done.

    Have you deleted the voice.idx, voice.dat, events.idx and events.dat files? You always need to have them rebuilded by the game after every change!
    Of course, i never forget that.

    Edit:

    I have upload one of the Voice-Files, maybe the problem is located here:
    It´s for an orcish assassin.
    http://www.speedyshare.com/files/224...9_DIEENEMY.MP3

    And here it´s the part of the .txt File. The Assassin-Entry from the Mongolian Accent:

    Spoiler Alert, click show to read: 
    Code:
                      type Assassin 
                           vocal Death_Cry
                                        event delay 0
                                                 folder data/sounds/Stratmap/ods
                                                      SVM_19_DEAD.mp3
                                        end
                               vocal Entering_City
                                        event delay 0 pref SFX volume 0
                                                 folder data/sounds/Voice/Human/Generic
                                                      door.mp3
                                        end
                               vocal Exiting_City
                                        event delay 0 pref SFX volume 0
                                                 folder data/sounds/Voice/Human/Generic
                                                      door.mp3
                                        end
                               vocal Joins_Army
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Leaves_Army
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Movement_BlackOps
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_03.mp3
                                                      DIA_RITUALDEMENTOR_19_06.mp3
                                                      DIA_RITUALDEMENTOR_19_05.mp3
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                                      SVM_19_DIEENEMY.mp3    
                                        end
                               vocal Mission_Scroll
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                        SVM_19_DIEENEMY.mp3
                                        end
                               vocal Movement_Sabotage
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_03.mp3
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Movement_Completed
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      SVM_19_AARGH_2.mp3
                                        end
                               vocal Movement_Disembark
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Movement_Embark
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Movement_Ordered
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Movement_Ordered_Illegal_Move
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Selected
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      SVM_19_AARGH_1.mp3
                                                      SVM_19_AARGH_2.mp3
                                                      SVM_19_AARGH_3.mp3
                                        end
                               vocal Select_Ally
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_05.mp3
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Select_Neutral
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_05.mp3
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                        end
                               vocal Select_Enemy
                                        event
                                                 folder data/sounds/Stratmap/ods
                                                      DIA_RITUALDEMENTOR_19_03.mp3
                                                      DIA_RITUALDEMENTOR_19_06.mp3
                                                      DIA_RITUALDEMENTOR_19_05.mp3
                                                      DIA_RITUALDEMENTOR_19_04.mp3
                                                      SVM_19_DIEENEMY.mp3                                                  
                                        end



    When i try the other was and replace a existent Voice (this one: )
    Spoiler Alert, click show to read: 
    Code:
                               vocal Selected
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Camp_Map
                                                      English_Assassin_Selected_1.mp3
                                                      English_Assassin_Selected_2.mp3
                                                      English_Assassin_Selected_3.mp3
                                        end

    I create the folder-structure in the Mod... but nothing change. The Assassin has the old Voice if i selected him.
    And i don´t forgett to delete the files.

    Any idea?
    Last edited by Amon Amarth 930; May 14, 2010 at 03:32 AM.

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    Default Re: How to create a new accent

    Quote Originally Posted by Amon Amarth 93 View Post
    I would create a new Folder-Structure which is more practical and clear to use. I do this, bevause i have to make all Voice-Sounds new and its a lot easier if i have for every faction a specific folder
    Actually that could be the source of your problem. But I don't know for sure, all I know is, that I've never changed the directories and hence never have run into such problems. You know, if it's not broken, don't try to fix it...

    Quote Originally Posted by Amon Amarth 93 View Post
    I have upload one of the Voice-Files, maybe the problem is located here:
    It´s for an orcish assassin.
    http://www.speedyshare.com/files/224...9_DIEENEMY.MP3
    Somehow I can't download that file

    Quote Originally Posted by Amon Amarth 93 View Post
    When i try the other was and replace a existent Voice (this one: )
    Spoiler Alert, click show to read: 
    Code:
                               vocal Selected
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Camp_Map
                                                      English_Assassin_Selected_1.mp3
                                                      English_Assassin_Selected_2.mp3
                                                      English_Assassin_Selected_3.mp3
                                        end

    I create the folder-structure in the Mod... but nothing change. The Assassin has the old Voice if i selected him.
    Hm, this seems strange. Are you sure you started a new campaign to test it and you've selected a faction which has the english accent assigned to it?


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

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    Default Re: How to create a new accent

    Hm, this seems strange. Are you sure you started a new campaign to test it and you've selected a faction which has the english accent assigned to it?
    Absolutely sure.

    Somehow I can't download that file
    Strange, i uploadet it here.

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    Default Re: How to create a new accent

    The file is 100% ok
    Just included it into my files and it works like a charm.
    So there must be an issue either with the folder structure you've created or with the coding you did (some spaces/tabs?) or with your .cfg file, which has io file first I guess?!


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