INTRODUCTION:
In Garry's Mod and most other source engine games, wav files in the game directory can be loaded with lip - syncing face flex information in Source SDK's Face Poser and moved anywhere to still obtain that lip - sync information usable on any model with a valve facial animation system. This includes Team Fortress 2, Garry's Mod, Half Life 2 Deathmatch and those other Source variants.
Once a Wav file of the right sample rate has been loaded up in Face Poser, lip synced with the Phoneme Editor tool and saved, it is ready to be implemented into Choreography and the following special client side operation native to Source:
TECHNIQUE:
With a Wav file that has been processed with the Face Poser Phoneme Editor anywhere in the Sound folder of the Source game you wish to use, the play -sound directory here- command can be used to play the sound through the client. When bearing a Valve facial animation player model, it will proceed to lip sync the sound through the player model. This is only a client side feature so far, it will not play to other members of a multiplayer server. It is however a feature that can be used while in a multiplayer server. A method of third person is by default required to use this feature to view the player model, however as seen in Garry's Mod, the sound is projected through the entity bearing the clients view (prediction), this would make it open for manipulation perhaps to use the play command through other entities and have them do the lip sync.
EXAMPLE:
A wav file is loaded into sounds/syncing and played with the Play command as seen as it would be written in the console:
play syncing/cn_die1
The given sound will play through the entity bearing the player, thus lip syncing the attached model if there is one with the lip sync data in the wav file.
Here is a short video (the one (presumed to be) disliked by ExtremelyFatAss (or his tribe of 23 year olds(or someone japanese))) of the procedure in action.
Showing posts with label mod. Show all posts
Showing posts with label mod. Show all posts
Friday, 19 August 2011
Thursday, 18 August 2011
Editing Textures and Sound while Ingame Source
METHOD
Ingame in most Source engine games, features exist to refresh the game sounds and textures without reloading a level, When replacing sounds and textures using a combination of software including the most accesible GCFscape, VTFedit, Audacity and Wavosaur, modifications can be viewed immediately using the console commands snd_restart and mat_reloadallmaterials. Features for refreshing other content such as Models and Programming are perhaps covered by the commands flush and flush_unlocked (correct me here if I'm wrong). Using these things alongside the console commands soundlist to get a list of cached sounds and most useful surfaceprop to get the material and model files under the crosshair, (properties of surface and entity you are looking at) worlds and sound schemes can be dynamically re-built and re-painted.
EXAMPLE
Ingame in most Source engine games, features exist to refresh the game sounds and textures without reloading a level, When replacing sounds and textures using a combination of software including the most accesible GCFscape, VTFedit, Audacity and Wavosaur, modifications can be viewed immediately using the console commands snd_restart and mat_reloadallmaterials. Features for refreshing other content such as Models and Programming are perhaps covered by the commands flush and flush_unlocked (correct me here if I'm wrong). Using these things alongside the console commands soundlist to get a list of cached sounds and most useful surfaceprop to get the material and model files under the crosshair, (properties of surface and entity you are looking at) worlds and sound schemes can be dynamically re-built and re-painted.
EXAMPLE
Original Sign as seen in Half-Life: Source,
console command entered while looking at the sign:
surfaceprop
surfaceprop
Console came back with:
Hit surface "metal" (entity worldspawn, model "maps/c1a1.bsp" Opaque. ), texture "HALFLIFE/SIGN9"
Hit surface "metal" (entity worldspawn, model "maps/c1a1.bsp" Opaque. ), texture "HALFLIFE/SIGN9"
Proceeded to change the material in the directory Materials/HALFLIFE/SIGN9
and then used command:
mat_reloadallmaterials
Final product with material made of first paragraph of this post:
The same process is done with sounds using the snd_restart and soundlist commands or SourceSDK or browsing GCFscape for sounds (and/or materials). Have fun with this, here's the product of some time I spend in Half-Life: Source with this feature:
Labels:
audio,
ceiling,
dynamic,
editing,
half,
life,
machinima,
mod,
modding,
pie,
replacement,
reskinning,
source
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