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Post by deager on Jan 10, 2017 18:00:05 GMT
So I'm trying to tweak a bit in LIME and one fairly key thing is getting rid of the kid's footsteps since he's not there. I looked through the files for "foley" things and I did find a boatload of SFXGameInterpTrackProcFoley objects in BioD_End002_400Guardian_LOC_INT.pcc, which are tied to the child and others. While I technically haven't done everything yet, I did rename m_nmFindActor to "none" for all instances of everything and for all the end002_child ones, I even changed the Meta Data to be Name/Class for Name, Class, Archetype. But the sound still plays of his footsteps and Shep.
I was working with BioD_End002_400Guardian_LOC_INT.pcc since I couldn't find any foley stuff in BioD_End002_400Guardian.pcc. I don't know if other files may have this data though. Or, I simply could be completely wrong on my idea here. Thanks.
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Post by giftfish on Jan 10, 2017 19:04:16 GMT
So I'm trying to tweak a bit in LIME and one fairly key thing is getting rid of the kid's footsteps since he's not there. I looked through the files for "foley" things and I did find a boatload of SFXGameInterpTrackProcFoley objects in BioD_End002_400Guardian_LOC_INT.pcc, which are tied to the child and others. While I technically haven't done everything yet, I did rename m_nmFindActor to "none" for all instances of everything and for all the end002_child ones, I even changed the Meta Data to be Name/Class for Name, Class, Archetype. But the sound still plays of his footsteps and Shep. I was working with BioD_End002_400Guardian_LOC_INT.pcc since I couldn't find any foley stuff in BioD_End002_400Guardian.pcc. I don't know if other files may have this data though. Or, I simply could be completely wrong on my idea here. Thanks. Have you looked in the sequence in the main PCC? And looked at the wwisestream foleys there? What you're describing is reminding me of the various atmospheric sounds in the dreams, which I've had to hone in on and turn off individually via sequence objects.
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Post by deager on Jan 11, 2017 3:38:20 GMT
Didn't see anything but I could be missing it. I'll keep poking around since I know something is calling for that sound.
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Post by deager on Jan 12, 2017 2:14:38 GMT
Eh, I'm still lost. Would the footsteps be controlled by SFXGameInterpTrackProcFoley stuff? I can't find any other names of objects in any files from BioD_End002.pcc to the 400 files that make sense to me. What file(s) did you change for the dreams with regards to foley stuff? Maybe that'll get my head on straight for this.
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Post by giftfish on Jan 12, 2017 15:19:23 GMT
Eh, I'm still lost. Would the footsteps be controlled by SFXGameInterpTrackProcFoley stuff? I can't find any other names of objects in any files from BioD_End002.pcc to the 400 files that make sense to me. What file(s) did you change for the dreams with regards to foley stuff? Maybe that'll get my head on straight for this. It might help to first figure out the wwisestream of the sound itself. They're easy to spot at the bottom of the export list. If it's not there, then check the import list, of course. Otherwise, all the foley objects should point to a stream, correct? For the dreams, I just had to modify the dream file itself. I you look at various sequence maps in the dream files you'll see sounds turned on/off in different maps. This seems to be because the sounds are on by default in the dream level. So, instead of turning them on, BW mostly only has to worry about turning them off. Sorry if that isn't of much help. I'm actually still wrestling with fixing the implementation of Dream #2 at the moment; it's being a pain in my ass.
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