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Author: Subject: Dialog Editor!!!
joselz
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thumbup.gif posted on 7-13-2004 at 09:02 AM
Dialog Editor!!!


Hey i found the way to use the Dialog Editor!
I use a program, and is called:
TerraNova Dialog Editor by DV.

Is actually for df1, df2, dfLW, but it work Also for dfBHD and BHD:ts.(Work for all Delta force Version)

In order to use this program, You must extract the wav file located on your Localres.PFF file of your BHD Game.

Because this program let you choose the Wave file, But you Can't write the name of the wav file.

But Make sure you extract the Wav files in the same directory that your Localres.PFF file is.

Also, you must CHANGE the format to PCM.
the default Format is IMA ADPCM format (whatever that is).
You just need to be in PCM format for the Dialog Editor to read them.
Because the Diolog editor program only use PCM format.

You Don't need to extract all the wav files. Only those ones you want to use.

But, the people that download and play the map, does not have to do that(Extract the wav files). Because the game would actomatically look for the wav inside the .pff file. Just like the wac file.

This work for all VERSOIN of Delta force.

The adventage of this is you don't have to write anything, You only have to Write the text message.

Yes, you can write text message with that program also.

Another adventage is that you can MIX the wav files of the dialog with the wav files of the WAC.

YOU can use the WAC to put Enviroment sounds. like
dwarsh07.wav
dwarsh06.wav
dwarsh08.wav
etc.

And with the dialog you can MIX the Enviroments sound(wac) with the Voices.
This can help to make you SP maps more professional.

Because You CANNOT MIX "DIALOG wavs" with "DIALOG wavs"
or MIX "WAC wavs" with "WAC wavs"

you Only can MIX "WAC wavs" with "Dialog wavs"
Like play 2 voices at the same time.
Or mix Enviroment sounds with Voices.

Also, this has to be with the .BIN file.
'[Mission Dialog]'
STRDLGLINE000 = " ";

But, I have not used yet.
I Only use the .DFP file.(the file that use this progarm)

But when you EXPORT the dialog it actomatically create the .dbf file and the .pwf.
Make sure you save all file with the same name of you map.

Another adventage is that is more easy to use!!!.

Again,The best adventage that i like of the dialog editor is that now i can mix the sound.
Again, I think the best way to mix the dialog and Wac is using:
Wac for enviroment sound
Dialog for Voices and text message.

I'm sure there are other places to download the editor from but you might as well use the link I am putting here.

Here is the LINK to the progarm

Dialog Editor

Here is the Tutorial.

DiaLog Tutorial


Thanks
J.L.




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[*] posted on 7-13-2004 at 01:42 PM


Thanks, known about it for a long time, just to busy ..so, thenks for writing this short tutorial..

I'll sticky it when I decide where it should be..

It can be downloaded from our DF2 Download section as well..

http://www.dfbarracks.com/downloads/index.php?action=df&fid=...



Thanks EE









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joselz
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[*] posted on 7-14-2004 at 01:40 AM


well, i didn't know it was in here,
As well 7>Snake tell it was not in here,
So I Post the URL that he give me.

any ways, thanks.




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[*] posted on 7-14-2004 at 02:08 AM


We have most things here..you just have to know where to look..LOL..

EE









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[*] posted on 7-14-2004 at 03:28 AM


in the bin next to my pc

chrislew200

ooohhh i found a penny




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joselz
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[*] posted on 7-15-2004 at 03:39 AM
Why it has to be too BIG?


hey folks,
I was working on a sp map with the dialog editor.
BUT when i export the dialog, the .PWF file was over 1mb:o.

It was too big for the zip file size limit 300k.

I has no idea why do that file has to so BIG in size:o

Do any one know Why or How the .PWF file become too BIG:o???




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[*] posted on 7-15-2004 at 12:35 PM


You have a lot of waves in it..

The database wasn't designed for huge SP missions, most members where beyond creating them.

I can talk to AB about increasing the allowed file size, or I could upload it to the general download section, but it wouldn't be in the Map DB..

How big is your Zip?

EE









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[*] posted on 7-15-2004 at 12:53 PM


I kinda like the bigger data base idea more than an individual exception being uploaded in a spot it would rarely be seen. After all, how long has the Dialog Editor sat in the DF2 download section and gone relatively unnoticed and unused? I'm sure lots of the DF2 people and the really experience map makers who have been around since the flood have known about it, but us poor noobies are still searching in the realative dark.

I am not familiar with multi-player maps but can expect they wouldn't need a pcx file (loading screen - all ways a big user of space), no text-readme file, no bin file, no custom wave files and likely a greatly reduced wac file. There have been numerous times where I 've had to cut back an SP map to get everything to fit in the current size limit.

Even without using the dialog editor a lot of maps just make the current file size limit. I guess there would be a trade-off though. Use the dialog editor so you get a couple of bigger files that way, but no speech in the wac file so it's smaller. No apparent limit in wave files with the dialogue editor so more space available in the wac for special effects and other commands (animation, variables, environment, vehicle directions etc). Text messages in the bin file so even more space in the wac file. I guess there are numerous possible combinations, all restricted to the current file size limit.

Maybe it's time for SP maps to move into their own. Is it possible to have a separate file size limit just for SP maps? Or a separate portion of the data base for SP maps instead of combining them with Coop maps?

Just my thoughts.




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[*] posted on 7-15-2004 at 01:11 PM


I don't know if AB can set up a different limit for each game type, I'll ask..

How bigger file size limit do you need? I'll see if AB will change the limit..

EE









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[*] posted on 7-15-2004 at 09:18 PM


Just doing a quick test with the dialog editor making 3 dialog ID's each using the same 5 wave files(all but one of which was under 100kb in size), resulted in a 1.57mb pwf file and a 1.17kb dbf file. Even when compressed with no other files (winzipped), the .pwf file was still 1.2mb

I'm not sure if there is a bunch of stuff that makes up the total file and waves are only a small portion of that so that you end up with a large file regardless of the number of waves used.

I'd like to dream and say a files size limit of 1mb would be sufficient.

However on a more practical approach an increase to 500kb would really do wonders. That way if you can't fit the .pwf's and dbf's in, at least you have room to make a really large wac (using all 100 text/speech slots) as well as include quality loading screens.

In Joselz recently uploaded tutorial map on loading AI's onto Little Birds, the .pwf file is 297kb while the .dbf file is 1.2kb. This mission has a good amount of speech in it, all triggered using the play dialog option in events. So it can be done (fit the speech into a file size that is uploadable to our site).

I admit that the prospect of using the dialog editor is very attractive, however map makers may have to live with the fact it just isn't practical to use in downloads at this site. Perhaps map makers will have to consider two versions of the map. One for upload here and one for personal use (sharing by direct e-mail or uploading at other sites such as their own squad etc).

Does this help?




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thumbup.gif posted on 7-16-2004 at 11:31 PM
Yea, is ok.


Yes, i think that with 500kb will be ok.
Because with my recently uploaded tutorial map, I has to reduce the Quality( I reduce it to the LOWEST Quality) of the .pcx to fit the zip max limit 300k.

With that 500k Can allow to make a SP map with best speech and enviroment sound.

And will be best for me in the future, Because a Future SP map N&T part III, that i will have to include again Voices of the movie. and those voices will increase alot the zise of the zip file.

MP Maps does not need to much spaces, Just because thay only need a BMS and TIL file(Somes also use Wac).

Hey EE,
About The zip file size, I am not Sure because, I Does not finish my map yet.

Hey 7>Snake, I am Also not familiar with Multi-Player maps, because they don't need to use a lot of event, they don't need to use WAC, BIN, PWF, DBF, TXT, PCX.
And, I like to work in alots of events and all those files for SP maps.(specially the WAC and Dialog)

Yeah my suggestion:
SP maps ZIP size limit: 500k
MP maps Zip size limit: 300k

Any ways the Zip File size limit for SP maps, is the administrators decision, not ours.

Thnaks
J.L.




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[*] posted on 8-11-2004 at 02:02 AM


I submit the Info in the Download data base.
Here is the link:
Dialog editor Tutorial

This is the info for the dialog editor.
Thanks
J.L.


**EE - edited links to new location**




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[*] posted on 8-11-2004 at 02:11 AM
Honk Honk!


I am just as lost as a goose... What does the "Dialog Editor" do? In simple terms, please.... I'm old and not too smart.



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[*] posted on 8-11-2004 at 02:28 AM


David, read the bottom of this thread..

http://www.dfbarracks.com/forums/viewthread.php?tid=28789

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[*] posted on 8-11-2004 at 03:26 AM


In the most simple old grumpy guy terms David, it allows you to use the med for wave files instead of a wac file.

However the files created are too big to include in a 300kb download. So it is pretty much impractical for use for maps submitted to DFBarracks.




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[*] posted on 8-11-2004 at 03:53 AM
Custom WAVE sounds


Are you talking about WAVE files that you make yourself? Like with a microphone and saving them into the BHD pff. file area?



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[*] posted on 8-11-2004 at 07:06 AM


Custom wave files can be made that way or any way you are able to record something and save it to a file format compatible with the game.

You can also 'customize' the wave files found in the game by taking only that part of the file you require - making a new wave file and saving it into a .wav format.

Not required to save it to the .pff file.




joselz
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[*] posted on 8-11-2004 at 08:44 AM
Example


Ok, here is an Example of using Customs Wav's. in the Dialog editor.
If you make your own Wav's and want to Put in into your map, You can use the WAC file, But you would have to include your wavs in the Zip file.

But, if you don't want No ONE to use your wav's, You would have to use the dialog Editor Program.
This program would save all your wav's into the PWF file, so by this way you don't have to include your wavs in the zip file.
Because the wavs are INSIDE the PWF file.

Example:
In the last map that i make(Op. J. C.), I Use a Wav that Say a voice "Way Point".
So, this Wav is inside the PWF File and no one can used.
So, i used this Wav in the MED every time that the Way point change. Like in TerraNova EXP.

However, NOVALOGIC use the .LWF file instead the .PWF file.
This file(.LWF) tell the .DBF that it must load the wavs file from the .PFF file.
We don't know how to use the *.LWF file yet.

Thanks.
J.L.




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