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onra
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 Tools
infos about different tools will go here ...thx I will start with the " Oblivion Dynamic Dialog Creation " ODDC tool which I used for creating a lot of small dialogues for Fort Akatosh... it is very simple: 1. Import Bethesda's Plugins using 'File->Import Plugin'. You can import any of the Bethesda plugins (Oblivion.esm, Knights.esp, ShiveringIsles.esp, etc.) 2. Import Bethesda's Voices BSA's using 'File->Import BSA'. Just like the plugins you can use any of the Voice BSAs (Oblivion - Voices1.bsa,Oblivion - Voices2.bsa) 3. Select gender, race and emotion...and type some keyword or a whole sentece...the tool will search and display all dialogue lines releated to your keyword based in the bsa 4. simply export the lines you find useful ( they are in proper MP3 format allready)..and use them for your dialogues.. all you still need are some of euthers nice lip anims this way it is easy to create small dialogues using the original voices..... if you want to see how it works ingame...following Npc's at Fort Akatosh are having small dialogues made with this tool...: the drill sergeant , the medicus, the priest, the imperial field officer, the courir have fun link : http://www.tesnexus.com/downloads/file.php?id=19546
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| Wed Mar 11, 2009 10:49 pm |
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Otellino
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 Re: Tools
Wow, thanks for this, it will be useful!
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| Fri Mar 13, 2009 12:00 am |
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Vorians
Kinsman
Joined: Mon Feb 23, 2009 8:45 pm Posts: 201
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 Re: Tools
v1.7 doesn't work for me. After playing one MP3 file, trying to do anything else with the program causes an error box (including exiting the program). v1.5 seems to work however.
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| Fri Mar 13, 2009 7:20 pm |
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Kosh
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 Re: Tools
Maybe v1.7 is meant for F.O.3 and v1.5 for TES4?
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| Mon Mar 16, 2009 8:12 am |
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Vorians
Kinsman
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 Re: Tools
No, the only change listed for 1.7 since 1.5 is: "1.7 - Some internal changes (preparing for fade in/out), cleaned up the editor window..."
I gave this program a try, and frankly I simply don't have the patience for it. In my opinion it's far too time consuming for an imperfect result. Plus any word never spoken in the game will obviously not be available. This may work fine for finding and extracting entire sentences, or for picking out one or two words. But trying to build a completely new sentence just isn't worth the effort.
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| Mon Mar 16, 2009 10:11 am |
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onra
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 Re: Tools
yeah..this is nothing for long and complex dialogues or new quest dialogues but if you are working with short sentences and answers it can be usefull...for example for bed renting or merchant dialogues...
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| Mon Mar 16, 2009 1:11 pm |
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Nowena
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 Re: Tools
While we're on the subject of tools here, is there any chance someone who is familiar with Blender would like to give some hints/tips for newbies?
I've been going through the tutorials, but seeing things from several perspectives really helps to understand complicated things - like Blender.
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| Tue Mar 17, 2009 9:53 am |
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Koniption
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 Re: Tools
Nowena wrote: While we're on the subject of tools here, is there any chance someone who is familiar with Blender would like to give some hints/tips for newbies?
I've been going through the tutorials, but seeing things from several perspectives really helps to understand complicated things - like Blender. Hi Nowena, Yes, it really is me - I am still here and there, just been busy with other projects and RL. I don't really use Blender, but I know of some links and tried to delve into it a little myself. Do you know of the comprehensive list of tutorials found here?: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro(Many provide pictures as they teach you the ropes.) I also tried to do a UVMapping tutorial for Blender, to help a fellow modder out. It's basically all screenshot-based, but you do need to know some basic Blender stuff. "UVMapping" is when you tell the texture where to lay on the 3D model, by taking segments of the 3D model and laying them out as flat as possible on a 2D plane, like a flat square (usually looks like a checkerboard). You can then export the UVMapp to your Desktop, once the 3D model is laid out flat on it, and color in that file (or add real photographic pictures over it). You just have to remember which parts of the UVMap correspond to what part of the 3D model, so you color them correctly (you don't want to color the red flowers green, and the green leaves, purple): http://www.silgrad.com/wbb2/thread.php?threadid=11075Koniption
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| Sun Mar 22, 2009 12:45 am |
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Nowena
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 Re: Tools
Yep. I found that wiki and am working my way through it. Still get a little confused now and then, though.
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| Sun Mar 22, 2009 12:33 pm |
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firespark
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 Re: Tools
also most 3d programs have an option to keep uv-maps mapped permanently even if you decide to combine three shapes (my guess is you'll start with box modelling or another base shape)
this is a real helper ..because if you add lets say three small shapes together it can be such an annoying task to uv-map those afterwards.. a real time-saver
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| Wed Mar 25, 2009 10:58 am |
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