From ec6a342f2513a5c51c11ba51508e1086e7fed296 Mon Sep 17 00:00:00 2001 From: Adam Watkins Date: Tue, 4 Jun 2019 23:28:17 +0100 Subject: [PATCH] Minor style changes --- .../Instructions/1_Setting_up_the_package.md | 11 ++++++++++- .../Instructions/2_Adding_your_first_bark.md | 12 ++++++++++++ .../Instructions/3_Notes_on_sound_files.md | 5 +++++ .../Instructions/4_Customising_the_mod.md | 4 ++++ .../Instructions/5_Uploading_your_mod.md | 6 +++++- 5 files changed, 36 insertions(+), 2 deletions(-) diff --git a/VoicePackWithRobojumperScript/Instructions/1_Setting_up_the_package.md b/VoicePackWithRobojumperScript/Instructions/1_Setting_up_the_package.md index 141d6ea..6d7f612 100755 --- a/VoicePackWithRobojumperScript/Instructions/1_Setting_up_the_package.md +++ b/VoicePackWithRobojumperScript/Instructions/1_Setting_up_the_package.md @@ -8,6 +8,7 @@ If you're quite familiar with XCOM 2 modding (or just modding Unreal Engine game you can find most of the important information in these instructions in the `Content\NamingInfo.txt` file. + ## Open the Unreal Editor In XCOM ModBuddy. @@ -17,7 +18,9 @@ In XCOM ModBuddy. This will open up the Unreal Editor for XCOM2 + ## Create new UPK package + 1. In the Content Browser window, press the "New" button 2. Set the Package name to "$ModSafeName$Pkg" 3. Set the Factory to "SoundCue" @@ -25,7 +28,9 @@ This will open up the Unreal Editor for XCOM2 You MUST name the package "$ModSafeName$Pkg". + ## Add a reference to the Robojumper Voice Character script + 1. Close the Unreal SoundCue Editor window 2. In the Content Browser window select the Actor Classes tab 3. Uncheck @@ -40,7 +45,9 @@ You MUST name the package "$ModSafeName$Pkg". You MUST name this object "_$ModSafeName$VoiceArchetype". + ## Save the package + 1. Go back to the "Content Browser" tab 2. Right-click on SoundCue_0 and choose Delete 3. Press Ctrl-S @@ -52,8 +59,10 @@ You MUST name this object "_$ModSafeName$VoiceArchetype". `%USERPROFILE%\Documents\Firaxis ModBuddy\XCOM\$ModSafeName$\$ModSafeName$\Content\$ModSafeName$Pkg.upk` - this might not be quite right depending on what you've named stuff when you first created the mod.) + ## Add the package to your mod project + 1. Close the Content Browser and Unreal Editor windows 2. Return to XCOM ModBuddy 3. In the Solution Explorer pane on the left, right-click the Content folder and choose Add > Existing Item ... -4. Navigate to and Add the "$ModSafeName$Pkg.upk" file \ No newline at end of file +4. Navigate to and Add the "$ModSafeName$Pkg.upk" file diff --git a/VoicePackWithRobojumperScript/Instructions/2_Adding_your_first_bark.md b/VoicePackWithRobojumperScript/Instructions/2_Adding_your_first_bark.md index dfbc7b0..ef40c61 100755 --- a/VoicePackWithRobojumperScript/Instructions/2_Adding_your_first_bark.md +++ b/VoicePackWithRobojumperScript/Instructions/2_Adding_your_first_bark.md @@ -5,20 +5,27 @@ This the bark played when previewing a voice in the character customisation scre You may want to review the "Notes on sound files" section before proceeding. + ## Reopen the package + 1. Menus > TOOLS > XCOM 2 Editor 2. In the Content Browser window, press the button with an open folder icon 3. Navigate to and open the "$ModSafeName$Pkg.upk" file + ## Importing a sound file + 1. In the Content Browser window, press the "Import" button 2. Open your first sound file (e.g. "$ModSafeName$_Dashing_01.wav") 3. Leave the default options and click "OK" + ## Creating a sound cue + 1. Right-click in the background of the package contents pane and choose "New SoundCue" 2. Set the name to "$ModSafeName$_Dashing_Cue" + You don't have to use this naming convention for SoundNodeWaves and SoundCues, but I strongly suggest you do so. This keeps SoundNodeWaves and their SoundCues grouped together helpfully when sorting the package contents by name. @@ -32,7 +39,9 @@ You can select multiple SoundNodeWaves at Step 3, and the Random node will pick 7. In the package contents pane, right-click on the $ModSafeName$_Dashing_Cue object and choose "Sound Classes [...]" > "Voice" + ## Hook the cue up to the Voice + 1. In the package contents pane, right-click on the Archetype object (_$ModSafeName$VoiceArchetype) and choose Properties 2. Expand the 'Robojumper Character Voice [...]' panel 3. Expand the 'Events' list @@ -42,12 +51,15 @@ You can select multiple SoundNodeWaves at Step 3, and the Random node will pick 7. In the Archetype properties window, click the green arrow, next to the Cue item under the Dashing event 8. Close the Archetype properties window + ## Save the package 1. Press Ctrl-S 2. Click "Yes" in the warning Message that appears about references to external packages + ## Testing this bark + 1. Close the Content Browser and Unreal Editor windows 2. Return to XCOM ModBuddy 3. Menus > BUILD > Build Solution diff --git a/VoicePackWithRobojumperScript/Instructions/3_Notes_on_sound_files.md b/VoicePackWithRobojumperScript/Instructions/3_Notes_on_sound_files.md index 8a2b94d..fbb2dc0 100755 --- a/VoicePackWithRobojumperScript/Instructions/3_Notes_on_sound_files.md +++ b/VoicePackWithRobojumperScript/Instructions/3_Notes_on_sound_files.md @@ -4,12 +4,14 @@ This file references using the command-line program ffmpeg to manipulate sound f Tutorials are available elsewhere on using [Audacity](https://www.audacityteam.org/) to achieve similar results (e.g. [*nintendoeat*'s guide](https://steamcommunity.com/sharedfiles/filedetails/?id=1350627939)). + ## Leaking information When you sound files in to a package using the Unreal Editor, it will log the filesystem location and import time in the package itself. It's unlikely that this is a major worry for you, but you should be aware that it could leak some information to the rest of the world (e.g. your Windows username). + ## Format Files MUST be 16-bit mono PCM .WAV files with a sample rate of 44100 Hz or 22050 Hz. An example use of ffmpeg might be: @@ -19,6 +21,7 @@ ffmpeg -i MyInputFile.mp3 \ -sample_fmt s16 -ar 44100 -ac 1 $ModSafeName$_Dashing_01.wav ``` + ## Volume There are several factors that affect how loud the barks actually sound compared to the rest of XCOM 2: @@ -44,6 +47,7 @@ ffmpeg -i MyInputFile.mp3 -af "loudnorm=I=-14" \ -sample_fmt s16 -ar 44100 -ac 1 $ModSafeName$_Dashing_01.wav ``` + ## Radio effect To add a radio effect (high- and lowpass) in ffmpeg this might be extended to: @@ -55,6 +59,7 @@ ffmpeg -i MyInputFile.mp3 -af "highpass=f=500, lowpass=f=2700, loudnorm=I=-14" \ You might want to normalise, apply the radio effect, and then normalise again. + ## Suggested naming For mods adding a single voice, I suggest (for your sanity) a naming scheme for your final sound files like: diff --git a/VoicePackWithRobojumperScript/Instructions/4_Customising_the_mod.md b/VoicePackWithRobojumperScript/Instructions/4_Customising_the_mod.md index de257f8..891d41e 100755 --- a/VoicePackWithRobojumperScript/Instructions/4_Customising_the_mod.md +++ b/VoicePackWithRobojumperScript/Instructions/4_Customising_the_mod.md @@ -1,9 +1,13 @@ # Changing details + ## Name of the voice + To change the name displayed in the XCOM 2 character customisation screen, investigate the `\Localisation\XComGame.int` file. + ## Gender and classes + To change the gender restrictions, language hints and to enable Spark and WotC classes, investigate the `\Config\XComContent.ini` file. diff --git a/VoicePackWithRobojumperScript/Instructions/5_Uploading_your_mod.md b/VoicePackWithRobojumperScript/Instructions/5_Uploading_your_mod.md index fe39cf4..9fbc18e 100644 --- a/VoicePackWithRobojumperScript/Instructions/5_Uploading_your_mod.md +++ b/VoicePackWithRobojumperScript/Instructions/5_Uploading_your_mod.md @@ -6,6 +6,7 @@ also by Robojumper, is easier to use than the one built into ModBuddy. These instructions below are highly opinionated and reflect my personal preferences! You can ignore them if you like. + ## Name of the mod I suggest that you call your voice pack something like @@ -22,6 +23,7 @@ people have WOTC and most voice packs are compatible with both vanilla and WOTC You should point out it adds a voice somewhere in the title, but adding 'pack' is pointless, and again it doesn't need to be at the front. + ## Description I think the following information is useful: * How many unique lines does the voice pack include? (Doesn't need to be precise. '100+', for example.) @@ -29,7 +31,7 @@ I think the following information is useful: * Is the voice enabled for WOTC faction characters, Sparks etc.? * Is the voice XCOM-lore-friendly? (Does it mention characters or concepts from elsewhere?) -I also think it's polite to give a little info about where the lines came from, and who the voice actor was. +I also think it's polite to give credit regarding where the lines came from, and who the voice actor was. I would be grateful if you could provide a link to this voice pack template. For example: ``` @@ -37,6 +39,7 @@ This voice pack was created using [url=https://github.com/stupidpupil/voicepack_ ``` but it's obviously your choice! + ## Images and videos *Preview* images (which appear as the square images in the workshop) @@ -48,6 +51,7 @@ Preview videos are helpful, particularly if they show some actual gameplay [Shotcut](https://shotcut.org) is a fairly easy-to-use video editor. + ## Tagging Use the *Voice* tag and *War Of The Chosen* tags. (The first so that people can find it when looking for voice packs, and the second so that people can easily