10-06-2009, 12:08 PM
First of all, <span class="ev_code_RED">please only reply to add new elements for all of us.</span>

<span class="ev_code_BLACK">This is a new tutorial for beginer, to help us to start:</span>

-Find element with filter and mask
-Put some characters who are not already scripted
-Put some animals
-Use "conflic side" and other parameters
-Use trigger and sensor
-Put a bag of money
-Change properties of an object
-Filters: "Atribute" and "list"
-Put some sounds
-Correct some bugs
- Some tips and tricks of Chrome editors

Tutorial in <span class="ev_code_RED">"</span>English<span class="ev_code_RED">"</span> (http://www.megaupload.com/?d=6BZNV98M)

Turoriel en Français (http://www.megaupload.com/?d=YYJBDXRJ)

One more time, <span class="ev_code_RED">please only reply to add new elements for all of us.</span>

10-30-2009, 11:13 AM
<span class="ev_code_BLACK">I will show you </span> <span class="ev_code_RED">one way</span> <span class="ev_code_BLACK"> to had</span> <span class="ev_code_BLUE">lips animations</span>
<span class="ev_code_BLACK">on COJBIB.</span>

-First create a sound with a recorder program
and save as .OGG 128kbs. (goldwave for exemple)
http://www.01net.com/telecharg...dio/fiches/2722.html (http://www.01net.com/telecharger/windows/Multimedia/edition_audio/fiches/2722.html)
You can find another freeware if you want.

Open with winzip or winrar, in the folder "Call of Juarez 2\CoJ2\" your speech.pak

Go to data/sounds/speech/level01/
extract this file: E01_CIN02_01_Ray.anno

-Then put your "mysoundfile.ogg" and "Ray.anno" in your map folder, for exemple:

Rename "Ray.anno" in the same name as your sound.


Now you can open "mysound.anno" with a .txt file.You have this thing:

<span class="ev_code_BLACK">audio \Temp\_Fonemy\Tools\SpeechFr\Data\Sounds\Speech\Le vel01\E01_CIN02_01_Ray.wav

word 0 470 lured
phn 0 123 75 l
phn 123 272 75 UH
phn 272 395 75 r
phn 395 470 75 d
word 470 630 her
phn 470 523 75 h
phn 523 630 75 ER
word 630 1760 diet

Rename the first line, like this for exemple (depend where you put your sounds):
<span class="ev_code_BLACK">data\mapsextra\mymap\sounds\dialog\mysound.wav</span>

<span class="ev_code_YELLOW">0 123
123 272
395 470</span>

Are the timing when animation lips is play.
For the moment, you have to estimate with luke,
and change this timming to lips have the good
timming with your sound file.

Change the letters (ER/h/d/r) to change lips
animations movement.
<span class="ev_code_RED">---------------------------------</span>

Now open your map in the editor:
Go in Mesh browser, select all, and find "dialog"

Add an element on your map and in "aLines"
create a new "dlg_line" item.
Add the character who will speak
and in "stextid" add manualy this: " <span class="ev_code_BLACK">&mysound&</span> "

(never forget <span class="ev_code_YELLOW">& &</span> )

Now double click on the good character,and
set "beactivetrigger" as "true".

"Onexecute" add a new items "act_dialogWait"
and search in the list your dialogue already create.

Important:you have to know that lips animation (anno file) aren't upload on COJmodding server with all other file on your map.So you have to give us with your awn way (mega uplaod storageto ... etc)

<span class="ev_code_RED">please only reply to add new elements for all of us.</span>

10-31-2009, 11:13 AM
I forgot to create a dialog script with ID's and that's very important! Eltaar from Techland already wrote about this script in "Dialog problem" topic.

I found tutorial named "Adding Wild West Legends Movie" on YouTube. Could be useful:


11-04-2009, 02:48 AM
New tutorials from World of Level Design:

http://www.worldofleveldesign....sign-part3-bonus.php (http://www.worldofleveldesign.com/categories/call-of-juarez-2-bound-in-blood/call-of-juarez-bound-in-blood-leveldesign-part3-bonus.php)

07-22-2011, 12:04 PM
The only thing I miss is some animation of talking...I couldnt figure that out.

For the lips animation or face animation, there's two different ways to do it.

For the face animation, you can use the mimics.
Create a movie then add the AI to movie actors by selecting him then right click on movie's window's white area then add actors.
Then right click on the actor time line then filter keys and check the mimics.
Now add a mimic key where you want the actor to have a face expression.
To find mimic names examples,to enter in mimic key, look in the game data and search the FaceMimic.scr.
If you add AI's that can have the alarmed behaviour, they can skip animations when they are alarmed, i mean that if you put an act anim on this actor during a movie, he won't do what you want in the movie because he's alarmed so, make him calm then you can change his alarm level by an act_SetAlarmLevel and if the alarm level is blocked, use instant actions> InstantActionEnableAlarmLevelChange to allow him to be upset or alarmed again.

You can also set the actor class as a animActor but you'll need to set all his movements in movie actionchains with the javaMethodKeys, this method is useful if you need that the actor will perform a movement or animation or what you want, with a perfect timing because real AI won't have a good timing when they follow their waypoints.

After many films, i prefer to set an AI with a calm default alarm level and using javaMethod keys linked to a movie actionExecutor to start actions with the javamtk but i let the AI out of the movie actors list and he follow his way points and he's triggered by the javamtk at the same time, because by this way i can use this AI in the whole game as an actor or enemy or friend.
But for the movies, if actor's enemies are detected, the actor's gonna shoot at them and mess up with the movie.
I know this is quite long to explain but anyway...

Now for the lips animations, this is more advanced.

Maybe you can use an instantActions>instantInGameSubtitles or act_hint or add dialogs in an objective sTextID.

But the only thing i've used to make lips animations is
making an act_dialog then link the dialog with the talking AI, also the dialog dlg_lines sTextID with the stings script and the dialog's sound then adding the animation script= .anno file.

make appear an AI and put the player close to him.
create a dialog script on your desktop or in map folder for now.
Why to create this dialog script now?
Because by this way, things gonna be more easy.
So imagine what tey're talkin about and write it in notepad as a text document, i mean almost all their dialogs, put some life in the dialog also laugh or insults or what you want.
Once finished, we're going to edit the string script.
My example in french and named "My_Map_strings_Fr.scr"

For other countries, put the letters of the country instead of Fr for french.
cz de En It pl ru... but always keep the _strings_ as the example.

Once your script is ready, put it in the map folder and you can make one script for each language you want by adding more strings scripts with the coutry's initials.



String("Captain_Name", "Capitaine")
String("Custer_Name", "Custer")
String("Ray_Name", "Ray")
String("Miner_Name", "Mineur")
String("Soldier_Name", "Soldat")
String( "Ep02_DLG09_04_Captain", "Tu vas me défier et comme ça je garderai mon honneur intact ." )
String( "Ep02_DLG09_04_Ray", "Mais, comment ça vous défier, en duel ou quelque chose comme ça ?" )
String( "Ep02_DLG09_05_Captain", "Et bien, tu vas devoir me prouver que tu est un homme, un vrai et ensuite je déciderai si je t'aide ou pas ." )
String( "Ep02_DLG09_FadeOut", "Et voici que nos deux hommes allaient s'affronter ." )

http://img155.imageshack.us/img155/2126/dialogscript.jpg (http://imageshack.us/photo/my-images/155/dialogscript.jpg/)

For showing the dialogs ingame , don't forget to enable subtitles from the audio menu settings.

http://forums.ubi.com/eve/foru...781018897#6781018897 (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/9501013897?r=6781018897#6781018897)


Now, create a dialog object, put an info inside the dialog's name(dialogEnterTheHouse01 for example)then create an act_dialog and link it with the dialog object.
In the dialog object, double click on aLines<DialogLine[]> and add dlg_lines.
Choose the character who's gonna talk and enter the sTextID.
You can add many dialog lines for each dialog object by choosing insert new object.

Now your dialog script is done also the dialog actions and objects are created ingame but you'll need the sound file to allow the lips animations.
So create a sound file for your dialog (i choose the .ogg sound format).

Now you'll need the .anno file wich will animate lips.
Search anno in game directory inside data.pak's.

http://forums.ubi.com/eve/foru...261005008#8261005008 (http://forums.ubi.com/eve/forums/a/tpc/f/3901002687/m/1861038497?r=8261005008#8261005008)

Then ensure that all the files have the good names:

Dialog script = My_Map_strings_Fr.scr for french
and My_Map_strings_En.scr for english...

Sound file:
Give it the dialog's ID but without the "&" but with .ogg at the end.

then name the anno file with the same ID's name:

I have created a folder inside the map folder with all sound and .anno files then i've edited the anno's text by changing the file target line:
data\MapsExtra\My_Map\Sounds\Ep01_DLG01_02_Miner.o gg

This line will link the anno with the sound file.

in your custom dialog script (=My_Map_strings_En.scr)
don't add more symbols like " or (), just let the default ones because they're a part of the script itself and if you add those symbols, the whole dialog script will be corrupted once you'll test the game.