The Definitive Voicepack Tutorial, For UNREALED 2.0. (Revised Version). By Rainecloud. http://www.planetunreal.com/shrine (The Voiceshrine). If you have ANY problems or questions about making voicepacks or following this tutorial, Please mail me at rainecloudy@hotmail.com and I will do my very best to help you out. ============================================================== Step 1: What The Hell Should I make? What Shouldn't I make? ============================================================== What sort of voice do you want to make? My first voicepack was the Stone Cold Steve Austin voicepack, version 2. I made this pack simply because the first one wasn't any good, it had no orders, and really bad taunts. I added 20+ taunts to it, gave it order, friendly fire and misc sounds, and it went down a treat. Don't just collect random wave files from all over the place, as nobody will want to download them, and I won't host them. I've decided to stop hosting packs like that anyway, because they suck. You really need to stick to a general theme, just do a pack of one person, or do a pack of actors from the same film or television show. You can even do a voicepack of your favourite band, like my Limp Bizkit package and my Corrs package. ============================================================== Step 2: Getting The Sounds Into The Correct Format. ============================================================== Ok, Unreal Tournament ONLY supports WAV files for voicepacks, and a reasonable length should be about 3-12 seconds, otherwise, they'll be interrupted by the other players all the time, which is really irritating. (some of my earlier voices show this very well. Ahem!) Anyway, either record your samples off a CD, or get 'em from a site. The best program to use now is SOUND RECORDER. Which every PC has. (Holds his breath!) Make sure your sound controls are set correctly before you start recording. If you've gathered wave files from the web, or some other source, you should really re-record them, before you enter them into UT, or they may contain some nasty bugs. (Such as my Earlier attempt at the Emperor Palpatine voicepack, which is fixed now! J Open the wave file in one sound recorder, and re-record it into another sound recorder. (Have 2 running at the same time). You'll find this useful when people have compressed waves, and they're unalterable. Basically, never import waves straight off the web. Open your file, and make sure it's loud enough to be heard amongst all that gunfire! If not, simply Increase the volume by 25%, or more if necessary, by using the sound recorder accessory's effects menu. Make sure you don't raise the volume too much, or the sound will become almost unrecognisable, and only identifiable by its dental records. Now, Here's the important part, If you don't do this, all your files will be too large, and you won't be able to submit them to sites! (I'm not hosting voices bigger than 5 meg) What you need to do, is convert the file into 11hz, 8 bit mono! To do this, in sound recorder, simply click on "File" then "Properties" and you'll get a new menu up, where you can convert the file. You need to have the drop down menu on "ALL FORMATS" and click "CONVERT NOW". In this new menu, change the ATTRIBUTES to 11,025 Hz, 8 bit mono. (11 Kb/Sec) Just select it in the drop down menu, it's easy! Honestly! Now, when you've got all your samples (Don't do more than 80 maximum, or Unrealed will probably get angry). You need to IMPORT them into UNREALED so we can start making our amazing voicepack! ============================================================== Step 3: Importing Those Sounds Into The Hideous UnrealEd. ============================================================== HERE'S WHERE MOST PEOPLE GO WRONG!!!!!!!!!!!!!!!!!!!!!!!!!!!! Make sure ALL your samples are in the UNREAL TOURNAMENT SOUNDS folder, or you will NOT be able to use them. I constantly get e-mails saying "My voices won't import, nothing happens!" Well, put 'em in the UNREAL TOURNAMENT SOUNDS FOLDER AND THEY WILL!!! (Unless your Unreal Ed is screwed of course…) Ok, now Open UNREALED, and click on the sound browser icon at the top of the screen. (It's the one that looks like the little Microphone thingy with the 3 lines coming out. THE ONE TO THE RIGHT OF THE MUSICAL NOTE!!!!!!!! Click on "File" Then "Import" and select which sound you want to import. Then, choose a name for the package. Change where is says ANNOUNCER to whatever you want your pack to be called. (I suggest something simple, as you'll need to remember it). (IE, if you're making a Jim Carey Package, call it "carey".) Do this INDIVIDUALLY with each sound you want to import, and whatever you do, don't import more than ONE sound at a time, or UNREALED will suddenly decide to go mad, as it often likes to do. Just patiently import them one by one by one… Ok! When you've finished importing, save your UAX (Sound) package by clicking on the floppy disc icon at the top of the sound menu. Save your package as whatever you called the package before…..Ie, carey package. Unrealed usually does this for you, mind. ============================================================== Step 4: Creating The Foundation For The Package. ============================================================== Right, now for the boring bit. Don't worry, once you've done it a few times, it'll seem easy. Open the ACTOR CLASS BROWSER at the top of the screen, that's the one that looks like a Chess piece (A Pawn) the one to the LEFT of the letter G! Easy enough! Right, we need to let UNREALED know that we're making a voicepack, so click on ACTOR, then INFO, then VOICEPACK, then CHALLENGE VOICEPACK! hold it!!!! Now you need to know what type of voice you're making. If it's a male voice, click on Voicemale, for a female, Voicefemale, and so on! Ok? Here's where ALL the other tutorials get it wrong, highlight VOICEMALE1 (Or voicefemale1, or whatever you're making) Right click, and Select "New"!!!!! Now you need to give it a name, give it the same name in both fields, for example, mine would be "carey" in both the "Package" and "Name" fields. If you don't do this, your INT file will be very difficult to configure, so please name them the same. ============================================================== Step 5: More Package Preparation, Compiling Your Script. ============================================================== After you've done this, you'll get a really Annoying blue screen with your voicepack's name on it. Right, to save out hours of endless typing, we're going to copy from the original's text. It's much easier than typing it all out again. To do this, go back to the ACTOR CLASS browser (Chess Piece), and go down to where you saw VOICEMALE1. Right click, and select "Edit Script". On your little blue screen, you'll now see a load of completely meaningless text, don't worry about it, you don't have to know what it means! (You'll understand it if you're a brainy programmer or something, but if you were, you wouldn't need this tutorial…) Now, copy all the text from AND including this line downwards: #exec OBJ LOAD FILE=..\Sounds\Male1Voice.uax PACKAGE=Male1Voice (Example only, copy the text from UnrealEd, this is only some of the text you'll need). To copy, highlight it all, and press CTRL and C. Now go and paste all this text BELOW the part which looks like this in your voicepack: //============================================================================= // carey. //============================================================================= class carey expands VoiceMaleOne; Ok? (Carey is an example, whatever you called your pack, will be listed here.) Right, now at this point, all the other tutorials I've seen will tell you to change some of the text. DON'T! YOU DO NOT NEED TO CHANGE ANYTHING! If you change anything, it will probably screw up the pack, so don't bother. J The text you have copied will make your pack work 100% perfectly! (Holds breath). Right! With me? That's almost done now. Just Don't forget to click on "TOOLS" then "COMPLILE CHANGED" in the menu in the bar at the top of the blue text screen. Ok, Now minimise the blue text screen, don't close it, as we need it later to finish the package. ============================================================== Step 6: Assigning The Samples To The Package. ============================================================== Here's the fun part…..well, it can be, If you're as sad as me! Open the ACTOR CLASS BROWSER again (the chess piece one) and go down to malevoice 1……(You know, INFO, VOICEPACK, etc) You'll see that MALEVOICE1 now has a drop down menu of it's own! It's given birth to your voicepack! Awww! Sweet! Anyway, right click on your package, and click "DEFAULT PROPERTIES". This allows you to assign your samples to different things. Right, don't be put off by the large menu, just open the "CHALLENGE VOICEPACK" menu, it's the only one we need. Right, this may look complicated, but it's actually quite simple! (He says). Anyway, Ack stands for Acknowledgement, Ffire stands for Friendly Fire (When you shoot your mates!) Order speaks for itself, Other is just some other order sounds you might want to change, and Taunt is the Taunts your player utters when he/she is fragging the opposition into oblivion. Once you know the meanings of each section, you'll be able to assign the samples easily, so I'll tell you what to do in each section. ABBREV means an abbreviation of what your voice sample says. It's the menu that you open by pressing "V" in Unreal Tournament. Whatever you type in the ABBREV section, will appear in this menu whilst you're playing. Don't type in everything your player says, as there won't be enough room. IE, If your player Say's DIE BITCH, just type "Bitch". So you know what it is! SOUND speaks for itself, this is the part where you INSERT the sounds into the package, so open your SOUND MENU, and have the sounds you inported there. Highlight the imported sound you wish to use for that event, and then move over to the DEFAULT PROPERTIES box and click on the section you wish to use it in. You'll now get a small menu saying CLEAR or USE! Simply click USE and your sample will be inserted! Easy! Do this for each section. IMPORTANT. If you're using the package yourself you'll need all the ORDER sounds. So whatever you do, put some sort of sample in the order section, don't leave it blank, or you can't order your bots around!!!! STRING is what appears in the box at the top of the screen when a taunt/order is uttered. So in this section, type the whole taunt into the box. IE If your player utters "Die Bitch". Type, "Die Bitch". Leave it blank if you're lazy, and want a crap voicepack! If you're moderately lazy, like me, just type a section of the sample and put a few dots after it… Ok? Now insert your samples wherever you like! Make sure the order and friendly fire ones make sense!!!! Nearly done! What you need to do now, is count how many samples you've used in each section, so UNREAL TOURNAMENT will know what to do. So, in the DEFAULT PROPERTIES section, change the NUMACKS to the number of acknowledgements you have, and so on, with ffire and taunts. If you don't have the correct number listed, and you have more than the entered amount, they will not appear In the game, so make sure you do this section carefully. (NOTE: Please don't forget, when assigning your samples, Sample number 0 is the first sample, so if you have 32 taunts in your package (That's the maximum) The Browser menu will tell you have 31 taunts. 0-31. Don't be fooled, enter 32. ============================================================== Step 7: Compiling The Very Important U File. ============================================================== All the tutorials I've read don't tell you how to do this properly, so here goes. It's dead easy. Before doing this, Compile your text on the blue screen again, and this will save all you've done. Open the ACTOR CLASS BROWSER again, and click on "VIEW" at the top. Now click on "SHOW PACKAGES" in this drop down menu, and a new menu will appear at the bottom of the browser! That took me 2 weeks to do! Because all the tutorials didn't tell me this! Argh! Right, now scroll down in this new menu, to where your package is, and CHECK THE BOX (Click on it so a tick appears in the box). Now it's checked, simply click the disc icon at the top to save your U file. This file is necessary to run your voicepack! The U file will now appear in the Unreal Tournament System File. ============================================================== Step 8: Compiling The Equally Important INT File. ============================================================== Ok! Almost done! You don't need unreal Ed anymore, so shut the program down. Now, to make your voicepack work, you need an INT file. This is quite uncommon, but the way I do it, is simply copy an INT file from another voicepack I've downloaded and change it to suit mine. So look in the UNREAL TOURNAMENT system folder, and look for any INT file you like. Copy it, and move it somewhere else In a separate folder, just in case. Open the INT file with NOTEPAD, and it should look like this: [Public] Object=(Name=carey.carey,Class=Class,MetaClass=BotPack.VoiceMale,Description="Jim Carey Voice!") Right, now change the file to suit your Voicepack. Where it says carey.carey change it to whatever you called your voicepack in both the fields. (Name and package fields, the ones you entered when UnrealEd prompted you at the start, and asked you what you wanted your pack to be called, you know, when importing the files.) In the commas, in the description section, Change "Jim Carey Voice!" to whatever your voicepack is called. This section will appear in the PLAYER SETUP Voice drop down menu, In the actual game. Save the INT file as whatever you've called your voicepack, IE, I'd call it "carey". Or you can just rename it after saving it. You must rename it to whatever your U file is called. Now, put this INT file back into the UNREAL TOURNAMENT system file and you'll now have a U file called carey and an INT file called carey! Now UT will recognise your package, and you will be able to use it yourself, or put it on a bot. If the pack is not being recognised, you have incorrectly compiled the INT file, so go back, read everything carefully, try again, and see how it comes out. It'll probably be because you've named it wrong, so back into unreal ed and check all your names. ============================================================== Step 9: And Finally…………………………. ============================================================== One last thing before you are able to use your pack, you need to tell UT that a new voice has been made. So go into the UT system folder, and look for a file called UNREAL TOURNAMENT . INI. This file looks like a notepad, and has a little cogwheel on it. Open It, and scroll down to the section that looks like this: ServerPackages=StoneCold ServerPackages=Hawking ServerPackages=Alanpackage ServerPackages=therock ServerPackages=mask ServerPackages=maskskins ServerPackages=magn ServerPackages=magnskins ServerPackages=Yoshi ServerPackages=YoshiSkins ServerPackages=sesame ServerPackages=LordMaul ServerPackages=ServerPackages=Q2Tank ServerPackages=ServerPackages=Q2TankSkins ServerPackages=carey Enter a new line of text exactly like those ones, only replace "carey" with whatever your package is called. So, for my package, I'd add the following line: ServerPackages=carey You see, whatever you've downloaded, be it a skin or a voice, you need to add a line of text onto the end of here, so UT knows you've got a new thing to play with. Some voices and skins do this for you with a UMOD file, when you double click on it, but I don't like UMODS, and I don't make them, because not all of them are compatible with every version of Unreal Tournament, and some people won't be able to install them. Basically, if you want your pack to be available to everyone, don't do a UMOD. (Although I will accept them……..reluctantly…….) ============================================================== Step 10: Would You Like To Submit Your Pack To The Shrine? ============================================================== http://www.planetunreal.com/shrine (The Voiceshrine). Ok! You can now Run UT, and try out your new voice. Go on! Need further help? E-MAIL me, and I'll try to sort you out. rainecloudy@hotmail.com To submit your voice, copy the INT and U files of your voice, and create a readme file that tells the downloader all about the voice, make sure your name and e-mail is in there, so you can get some feedback, and give a brief description of the voicepack there. Please don't forget to tell the downloader what line of text to add in the UT configuration file, you know, the ServerPackages= one. (Please note, my mail account may get full. Please be patient. You'll only have trouble if about 6 people send me zipped files attached to their messages, all at once.) If your voicepack is UNDER one Megabyte, feel free to attach it to a mail, and sent it to me at: rainecloudy@hotmail.com If it's over 1 meg, please Upload them onto the net somewhere, with Angelfire or Tripod or something (Please, for goodness sake don't use Geocities, they're all pot smokers, and their links are just crap). And then mail me, telling me the Address where I can obtain the voicepack from. Alternatively, Sign up for an account at the fantastic http://www.whalemail.com You can use their uploading system to easily get a Voicepack to me! Their maximum file size is 75 meg!!! Thanks very much for reading this slightly revised and easier to use tutorial. Hope you enjoyed it. Feel free to mail me about anything you need. Help, comments, criticisms, whatever. Thanks a lot!