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Agent Smith Voicepack?

Posted: Sun Jan 27, 2019 9:10 pm
by BadCorps
I've wanted an Agent Smith voicepack but I can't seem to find one for UT99/UT GOTY. Is there one or are those voicepacks for UT3 and so forth?

Re: Agent Smith Voicepack?

Posted: Mon Jan 28, 2019 3:15 pm
by OjitroC
Not as far as I know but there is one for UT2k4 - this can be 'converted' for use in UT99 BUT if you want to use it for anything other than your own use off-line then you need to seek the approval of the voicepack creator to do this.

As regards the 'conversion', it is easy enough and not that time consuming (an hour or two). It may be possible to rewrite the script but I have no knowledge about this. My method is to simply extract the .wav files with UTPT and import them into a newly created .u file.

Re: Agent Smith Voicepack?

Posted: Tue Jan 29, 2019 11:51 pm
by BadCorps
OjitroC wrote:As regards the 'conversion', it is easy enough and not that time consuming (an hour or two). It may be possible to rewrite the script but I have no knowledge about this. My method is to simply extract the .wav files with UTPT and import them into a newly created .u file.
How would I create a .u file?

Re: Agent Smith Voicepack?

Posted: Wed Jan 30, 2019 12:58 am
by OjitroC
Using the UEd (Unreal Editor) - you create a new .u file for an Agent Smith voicepack by subclassing either the VoiceMale or ChallengeVoicePack in the Actor tree (Actor -> Info -> VoicePack). I can give you a more detailed explanation of how to do this and how to create a new voice pack if you want.

Re: Agent Smith Voicepack?

Posted: Wed Jan 30, 2019 1:25 am
by Loose Cannon
OjitroC,

If you're going to do a tutorial on voicepacks, I'd be interested as well.

Re: Agent Smith Voicepack?

Posted: Wed Jan 30, 2019 4:35 am
by JimmyCognitti
I'm all for a tutorial on how to create a voicepack!

Re: Agent Smith Voicepack?

Posted: Wed Jan 30, 2019 8:47 pm
by UnrealGGecko

Re: Agent Smith Voicepack?

Posted: Wed Jan 30, 2019 10:16 pm
by OjitroC
Yes, that's good and covers it all well - I have an alternative method that works for me which doesn't involve creating a .uax file or importing the sounds into the .u via "#exec OBJ LOAD FILE=.." and so is a little quicker and simpler.