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Graion Dilach

Member Since 24 Jul 2021
Offline Last Active Today, 12:04 AM

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In Topic: Current Status of Infinity Animations

20 January 2026 - 05:08 PM

NWN's soundsets does have a different structure, but it is mostly matchable.

 

This is the CRE voice slot counterpart: https://nwn.wiki/dis...ts or Soundsets When it comes to intelligent creatures, it might require some creative role reassignment for a wide amount of feedback (like for example, the "guard me" option for the becoming leader reaction), but I already have a NWN voicepack in practice which includes almost all NWN1 voicesets to demonstrate how well it works on the EEs.

When it comes to weapons, NWN actually does a lot of things differently here - it basically classifies all weapons based on various properties and classifies the material hit by them, and then takes both these data in separate 2DAs to decide what sounds should be played. See 5.7.3 of https://nwn.wiki/dow...rmat.pdf?api=v2

This one obviously can't really be pulled over on an 1:1 basis since we don't have hit classes, but selecting one of the common targets and then timing that to the animation frame should still work - while that might sound like to not cover something like a bite attack, for such we can refer back to the "CRE voiceset" and combine these. (While modders have options to even tie sounds directly to animations, that's an NWNEE feature and as such, it's not used in the vanilla assets and I doubt it's used in resource packs like CEP.)

 

Besides, if the animation basically incorporates a weapon already existing in the IE games (e.g. the user has a warhammer), the primary choice should be to grab the game's sounds already associated with that weapon and time those to the imported animation for audio consistency afterall.

 

I also care about these details - although not such blind obsessively -, and in that regard I can understand if some of the current conversions are let down on audio timing. (Honestly, I haven't really bothered with reviewing the IA 5.1 NWN animations when it comes to sound sync though, because, again, I don't think there's a point in trying to fix the audio of assets which have frame timing issues already). Still, NWN provides more than enough legroom to deliver a comparable audio setup (and if it turns out that selected actions still miss out on audio feedback, well, it's not like one can't just source/create sfx either, also visual artists and sound designers are separate people in professional environments afterall). And timing is basically just a number to be set appropriate for each sound - but one can only set a number to existing sounds to begin with.

 

I can list you games people have ported animations from into the IEs which have so weak audio depth that yes, their audio must be entirely reconstructed, because the animations/actions outright lack audio. But NWN wouldn't be on my list.


In Topic: Current Status of Infinity Animations

16 January 2026 - 09:15 AM

contrary to IWD and PST animations, NWN animations cant be given the IS treatment.

 

Source?

 

NWN also has an extensive amount of audio feedback. While it makes sense to mix them with the IE sounds (the environmental audio probably should be kept from BG/IWD instead of copy-pasted from NWN), the main blocker on that front is that the IA 5.1 ports are rendered as a hodgepodge with some of them (like the aforementioned succubus) even having their 60 fps animations (instead of BG's 30 fps). They should be first rerendered to correct the frame pacing/lighting before reviewing/applying a sound resync.

 

I'm completely okay with redoing the sound sync (already got familiarized with aspects of the audio due the NWN soundsets of mine), but I haven't attempted to try out Artisan's own NWN animation toolkit yet to see how the rendering part works.