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Messages - grayman

Pages: [1]
1
Software and games / Re: AT&T Natural Voices
« on: July 18, 2007, 12:59:58 AM »
You are right, and anyway if you keep looking in that topic you are gonna find programs free that use the font-voice (even MS has a speech tool), and some let you use controls to modify the reverb, pitch, etc... so you can create a lot of voices based on a single one...

well more like a lot of variations of the same monotonus lifeless voice, but as a robot, martian, etc...

Good for experimenting and to make demos of the final real voice actor

I suggest to keep digging and try it....

Keep us informed

Check what i just did without downloading/buying/installing anything
 ::rock
 8) http://cte.seebc.gob.mx/test1.wav Christal voice
 8) http://cte.seebc.gob.mx/test2.wav Mike Voice
 ::rock

go to  att and use the demo webpage  :D

(}{ >

2
Ok i decided to slim the project and present it in a single full version of ~8MB
the actor still being huge  ;)

link is working now http://cte.seebc.gob.mx/wme-x.rar

---------------------------------------------------------------------------

Good day, this is my first post and first contribution too : )

I'm trying to do a SmartTalkWindow, something like

 O0 <AFROMAN> Blablabla
choose:
a) B) C)

when the bla bla bla part can be a single line or a multiple (very long) line, so this is what i already have and want to share with everyone...

Wintermute rocks!!!  ::rock

atte
(}{ >
grayman

This is called as:

WinNarrator.DisplayText(xText, "Odiseo", null);

in the scene_init.script

Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

actor.SkipTo(400, 400);
actor.Direction = DI_DOWN;
actor.Active = true;
var xText="Scene Init dialog...||Lorem ipsum dolor sit amet, consectetuer adipiscing elit.|| Nulla eu eros quis risus venenatis ultricies.|| Curabitur id quam.|| Donec gravida.";
WinNarrator.DisplayText(xText, "Odiseo", null);

global Statescene1;

if(Statescene1.Visited==true)
{
  WinNarrator.DisplayText("You already been here", "Jugador", 3000);
}

if(Statescene1.Visited==false)
{
  Statescene1.Visited = true;
  WinNarrator.DisplayText("First time you come back", "Jugador", 3000);
}

if(Statescene1==null)
{
  Statescene1.Visited = false;
  WinNarrator.DisplayText("First time in scene", "Penelope", 500);
}

and the window is declared in the base.inc as:

Code: [Select]
#include "scripts\const.inc"

global Scene;
global Keyboard;
global actor;
global WinNarrator;

in game.script you add this lines (right after Scene=Game.Scene;):

Code: [Select]
WinNarrator = Game.LoadWindow("scenes\sys\Narrator.window");
WinNarrator.Visible = false;

as you can see i use a weird (but more logical for me) kind of path

all the system windows are in scenes\sys\
and all the images and sprites are in scenes\sys\imgs\

you can see what i'm talking in this code:

scenes\sys\Narrator.window
Code: [Select]
WINDOW
{
  NAME = "Narrator"
  X = 1
  Y = 1
  WIDTH = 800
  HEIGHT = 600
  SCRIPT = "scenes\sys\Narrator.script"
  CLIP_CONTENTS = TRUE
  STATIC
  {
  NAME = "Actor"
  X = 1
  Y = 100
  WIDTH = 180
  HEIGHT = 180
  BACK = "scenes\sys\imgs\actor.image"
  IMAGE = "scenes\sys\imgs\face-left.bmp"
  VISIBLE = TRUE
  }
  WINDOW
  {
    NAME = "TextArea"
    X = 166
    Y = 100
BACK = "scenes\sys\imgs\wintext.image"
WIDTH = 400
    HEIGHT = 160 ; minimal size Text x 80
TRANSPARENT = TRUE
  }
  STATIC
  {
    NAME = "Text"
    TEXT_ALIGN = "left"
;    TEXT = "Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Nulla eu eros quis risus venenatis ultricies. Curabitur id quam. Donec gravida. Quisque neque nisl, rhoncus facilisis, tincidunt aliquet, pellentesque at, purus. Ut venenatis. Cras lacus nisi, tempus nonummy, ullamcorper nec, fringilla suscipit, nisi. Donec venenatis metus quis lacus. Cras scelerisque malesuada nunc. Aliquam laoreet, arcu nec malesuada consectetuer, orci ligula condimentum libero, vel eleifend purus ligula eu nulla. Vestibulum neque enim, tempus at, mollis in, laoreet eu, sem. Integer porttitor venenatis augue. Morbi congue ante sit amet tellus. Integer arcu ante, cursus vel, venenatis at, ullamcorper eu, neque. Donec vitae turpis at magna tempor mollis. In et quam. Duis at nulla sit amet elit tempus tristique. Phasellus malesuada ante a turpis. Pellentesque porta, mi ut commodo lacinia, ligula lorem tempus quam, sed pretium lacus nunc ultricies lacus. Mauris vel magna. In dignissim lorem vel dui."
    FONT = "fonts\bold_white.font"
    X = 186
    Y = 150
; BACK = "scenes\sys\imgs\black.image"
WIDTH = 360
    HEIGHT = 80 ; minimal size
    VISIBLE = TRUE
  }
}

and his script:
scenes\sys\Narrator.script

Code: [Select]
#include "scripts\base.inc"
#include "scripts\keys.inc"

////////////////////////////////////////////////////////////////////////////////

on "LeftClick"
{
self.Close();
}

method DisplayText(Text, Actor, Duration)
{

var ImgActor = this.GetControl("Actor");
var TxtArea = this.GetControl("TextArea");
var Txt = this.GetControl("Text");

switch (Actor)
{
  case "Penelope":
  ImgActor.SetImage("scenes\sys\imgs\penelope-left.bmp");
  break;
  case "Odiseo":
  ImgActor.SetImage("scenes\sys\imgs\odiseo-left.bmp");
  break;
  case "Jugador":
  ImgActor.SetImage("scenes\sys\imgs\jugador-left.bmp");
  break;
  case "Narrador":
  ImgActor.SetImage("scenes\sys\imgs\face-left.bmp");
  break;
  default:
  ImgActor.SetImage("scenes\sys\imgs\face-left.bmp");
  break;
}

Txt.Text = "<<" + Actor + ">>|" + Text;
Txt.HeightToFit();

if (Txt.Height > 80)
  {
  TxtArea.Height = Txt.Height + 80;
  }
  else
  {
  TxtArea.Height = 160;
  }
this.Visible = true;
if (Duration != null)
  {
    if (Duration < 5000)
{
  Duration = 5000;
}
Sleep(Duration);
Txt.Text = "";
self.Close();
  }
  else
  {
  this.GoExclusive();
  }
}

As you can see i use 2 bmp for the actors 2 bmp for the window area and 1 bmp for the actor area (behind the actor)

you can download the file in http://cte.seebc.gob.mx/wme-x.rar try it! the full project is in http://cte.seebc.gob.mx/wme-x.rar (same link as above) but is huge! big graphics for the actor  ;D :D :o they are gona be available this monday...


3
Technical forum / Re: Context sensitive menu actions
« on: June 21, 2007, 12:26:20 AM »
I think what he want to do is more like this

In a scene there is a Thing, so you want to interact with this thing, so you rightclick and the menu say

takeimage lookatimage talktoimage

--------------Thing--------------

So what he want is to change the caption of the Thing and light the image

Lighting the image is done with in interface/menu/menu.window in the IMAGE_HOVER

Changing the caption could be done with the Thing.script if....
---------------------------------------------------------------------
#include "scripts\base.inc"

on "LookAt" //when we hover LookAt
{
  this.Caption= "Look at this Thing closely!"; // this was working realtime... but no, so.......
  actor.GoToObject(this);
  actor.Talk("Blah");
}

----------------------------------------------------------------------

so the cuestion is instead of ...
on "LookAt"
is there a...
hover "LookAt"

or something like that?

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