Post by killmymiss on May 16, 2023 3:48:00 GMT -5
Returning home due to temporary matters to be dealt with,
So I just have some free time to work on this article.
Other things I want to do will have to wait until after July.
Although the willingness to update are somewhat affected by repeated malicious references,
But think about it, since that person is insignificant, there is no need to be affected.
According to the previous texts of the predecessors on the forum, it is really easy to modify the sound file.
However, there does not seem to be a record of survivors' voices being processed without replacement. Below is my test results.
(1).Survivor's Voice Archives at
"data/audio/charvocals.big"
Take "33321.adw" as an example, which seems to be the voice of a female survivor after her attack. ("cool...")
Substitutions do reflect in-game.
(2).The detailed documentation seems to be in
"data/audio/gasp.big"
The "char_sg.txt" inside has a text description with the same name.
{
sid = 4635
smp = [ 33326,33325,33328,33322,33323,33329,33321,33324, ] #8
ind = 0
ben = 40
rlz = [ 1829, ] #1
}
I added a "53478.adw" in "charvocals.big".
And modify the above text to the following.
{
sid = 4635
smp = [ 33326,33325,33328,33322,33323,33329,33321,33324,53478, ] #9
ind = 0
ben = 40
rlz = [ 1829, ] #1
}
If it is only handled in this way, it will cause CTD.
Also edit the data at the bottom.
*679
^4657
meaning is
*679-----group number (sid)
^4657----Number of sub-items (smp)
Because I added a new id item to one of the smp above.
Therefore, it should be modified as follows.
*679
^4658
(3) Add the object name for the added new audio.
Each individual object name is in "char_smp.txt".
Take the example above. I have to add a "53478" item.
{
id = 53478
rlz = #0
sid = #0
sup = #0
}
Again, since I added a new ID. I had to change the number at the bottom.
*4029----(number of IDs)
^0
changed to
*4030
^0
(4) Done. Repackage files overwrite in-game files.
After I tested the new voice did appear in the game.
Related applications can also be used on Boss.
It's really easy.
---Replenish---
Of course, the real ideal is to establish a completely independent character voice group.
For individual use when adding new NPCs in "items.txt".
like
"cSurvivorItem XXXX
.
.
VoiceType = "YYY""
But it took some time to find no further breakthroughs so far
Currently only know
"char_smp.txt"->"char_sg.txt"->"char_bkt.txt"->"char_snt.txt"->"chuc_kwd.txt"
From left to right from subitem to parent group.
Take the above operation as an example.
Finally, the following text will be found in "chuc_kwd.txt"
"-307725429 = [ 3431,3730, ] #2"
-307725429 Did not see the same text in other files.
So this makes the current exploration progress stuck until the relevant file was found.
But at least confirm that it is possible to add rather than just replace existing sound files.
And it is also possible to add a custom new voice in the existing voice group instead of overwriting the default voice file.
This groping process was very interesting to me.
If in doubt. Please refer to the articles on the forum.
Put a screenshot of Ada to summarize. Because there is already RE4 Ada in the forum, so I won't upload it.
(How many people don't know that the angle of the eyeballs on the head of the RE4 cutscene needs to be adjusted after export?
How many people can’t even predict that others need to know the data before they want to make adjustments?)
(A simple adjustment of the angle is a different work? It's still the same thing in my eyes. It's just that I use my limited free time to find the information I want and adjust it according to my needs.)
(Why not remove the remaining black spots on the face? Because some black spots cannot be removed and sometimes the more it is processed, the more black blocks that cannot be removed.)
(I sometimes really doubt what some people are doing.
Those who use their own standards to apply to others all day long, but don't know that they are not even qualified to evaluate in other people's standards.
Even in the eyes of those criticized, the standards they use to evaluate others cannot even match themselves.)
So I just have some free time to work on this article.
Other things I want to do will have to wait until after July.
Although the willingness to update are somewhat affected by repeated malicious references,
But think about it, since that person is insignificant, there is no need to be affected.
According to the previous texts of the predecessors on the forum, it is really easy to modify the sound file.
However, there does not seem to be a record of survivors' voices being processed without replacement. Below is my test results.
(1).Survivor's Voice Archives at
"data/audio/charvocals.big"
Take "33321.adw" as an example, which seems to be the voice of a female survivor after her attack. ("cool...")
Substitutions do reflect in-game.
(2).The detailed documentation seems to be in
"data/audio/gasp.big"
The "char_sg.txt" inside has a text description with the same name.
{
sid = 4635
smp = [ 33326,33325,33328,33322,33323,33329,33321,33324, ] #8
ind = 0
ben = 40
rlz = [ 1829, ] #1
}
I added a "53478.adw" in "charvocals.big".
And modify the above text to the following.
{
sid = 4635
smp = [ 33326,33325,33328,33322,33323,33329,33321,33324,53478, ] #9
ind = 0
ben = 40
rlz = [ 1829, ] #1
}
If it is only handled in this way, it will cause CTD.
Also edit the data at the bottom.
*679
^4657
meaning is
*679-----group number (sid)
^4657----Number of sub-items (smp)
Because I added a new id item to one of the smp above.
Therefore, it should be modified as follows.
*679
^4658
(3) Add the object name for the added new audio.
Each individual object name is in "char_smp.txt".
Take the example above. I have to add a "53478" item.
{
id = 53478
rlz = #0
sid = #0
sup = #0
}
Again, since I added a new ID. I had to change the number at the bottom.
*4029----(number of IDs)
^0
changed to
*4030
^0
(4) Done. Repackage files overwrite in-game files.
After I tested the new voice did appear in the game.
Related applications can also be used on Boss.
It's really easy.
---Replenish---
Of course, the real ideal is to establish a completely independent character voice group.
For individual use when adding new NPCs in "items.txt".
like
"cSurvivorItem XXXX
.
.
VoiceType = "YYY""
But it took some time to find no further breakthroughs so far
Currently only know
"char_smp.txt"->"char_sg.txt"->"char_bkt.txt"->"char_snt.txt"->"chuc_kwd.txt"
From left to right from subitem to parent group.
Take the above operation as an example.
Finally, the following text will be found in "chuc_kwd.txt"
"-307725429 = [ 3431,3730, ] #2"
-307725429 Did not see the same text in other files.
So this makes the current exploration progress stuck until the relevant file was found.
But at least confirm that it is possible to add rather than just replace existing sound files.
And it is also possible to add a custom new voice in the existing voice group instead of overwriting the default voice file.
This groping process was very interesting to me.
If in doubt. Please refer to the articles on the forum.
Put a screenshot of Ada to summarize. Because there is already RE4 Ada in the forum, so I won't upload it.
(How many people don't know that the angle of the eyeballs on the head of the RE4 cutscene needs to be adjusted after export?
How many people can’t even predict that others need to know the data before they want to make adjustments?)
(A simple adjustment of the angle is a different work? It's still the same thing in my eyes. It's just that I use my limited free time to find the information I want and adjust it according to my needs.)
(Why not remove the remaining black spots on the face? Because some black spots cannot be removed and sometimes the more it is processed, the more black blocks that cannot be removed.)
(I sometimes really doubt what some people are doing.
Those who use their own standards to apply to others all day long, but don't know that they are not even qualified to evaluate in other people's standards.
Even in the eyes of those criticized, the standards they use to evaluate others cannot even match themselves.)