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#editor

adrientd
TODO Move this to wiki
adrientd
It's in the Sekens editor (click the button with big triangle icon in the topbar, then Sekens). Then you select one Sekens, and you should see a button to convert/import the audio (cant remember the exact name).
pegperegogaucho
I believe you have to replace the files in the extracted directory, because it only grabs them from there
forgotten_in_abyss
Oh, great.
deep_wolf
I see no buttons there
deep_wolf
🥲
hesopesomeso
You have the latest editor release, but not the newest version. Get it from appveyor: https://ci.appveyor.com/project/AdrienTD/xxl-editor/build/0.4.211
deep_wolf
Oh right, I'll get that one then
deep_wolf
With tremendous effort I managed to do a simple task of pressing Update button and new voice lines replaced the old ones.
deep_wolf
But before that I misclicked and added new seken, which totally crashed the game and dialogue went haywire.
deep_wolf
Now I need to make a new project and carefully move stuff I need. At least now I know that this can be done.
deep_wolf
Do I need to keep Speech folder after updating the RWS files?
pegperegogaucho
I don't understand the question, the SPEECH folder contains the compiled .RWS files, which are made from the separate files you extracted. You can delete the SPEECH folder and then the RWS files are gone, but you can always just generate them again with the Editor.
deep_wolf
Gotcha
deep_wolf
I'll figure out volume levels later, but the test works fine 🙂
Download 1.mp4:


pegperegogaucho
Nice!
rat_min
hello ! So i was messing about with doing a new sword and figure out how to textures things in blender. and i sorta noticed something. so a fake metal "reflection" is painted on directly on the textures of the armor, the spear and what else that would be metalic. But i also noticed that the game applies a sort of world lighting/reflection as well. Some clones who have multiple textures/materials, seems to have one who deal with that "reflection" ( usualy the armor ) and they have the marker : SPEC1 / SPEC2 / SPEC_T_/ Etc... in their names . for exemple the shield, the texture is called **spec1_bouclier_lod0**, and the world reflection on it is visible when the game is running. ( as opposed to the editor which i didn't know and i thought i broke something lol ) is the "Spec" in the title of the .png, the thing telling the game to apply the world reflection on it ? or is it something else ?
pegperegogaucho
The editor is not up to spec regarding that right now.
rat_min
ah alright well that answers my question for now thanks haha
hesopesomeso
What you're referring to as lighting/reflection is the environment mapping. The *spec* stands for specular, and is simply for the devs to know it's for the "reflections" (mark on the texture).