I'm trying to extract the character voices from SC3, but am unable to open/extract from voice.afs using any of the three programs I downloaded. (AFS Extract 7.1.3 Beta 5, Universal AFS File Extractor/Rebuilder V3.8, AFSExplorer) Upon trying to open it in AFS Extract, I receive no error message but no files are displayed. In UAFSFE/R, it claims to have successfully extracted the files when I click extract, but it hasn't actually done anything. In AFSExplorer, I receive the following error: 'Failed reading AFS main header'. I've never tried doing this before, so I assume I'm simply doing something wrong, though I haven't a clue what.
Pages: 1 Boxxy Soundset by Boxxy4ever (Submitted) A sound set of everywun's favorite internet star: Boxxy. Also includes 3 different portraits. Made out of clips from the 3 boxxy videos, and her old 'RE: amble in powell park' video. Smiling Jack Soundset by MuskyMalkavian (Submitted) A soundset based off everyone's favourite Brujah Iconoclast, Smiling Jack from Vampire: the Masquerade: Bloodlines, featuring voice acting from Joey DiMaggio himself. Character-wise, this soundset represents a gruff, down-to-earth character only too eager to get into a fight. The rough voice makes this soundset best suited for a dwarf character, preferably a fighter-type with an alignment bias towards Chaotic.
A word of caution, though: This soundset contains explicit language. Sebastian LaCroix Soundset by MuskyMalkavian (Submitted) A soundset based upon the character of Sebastian LaCroix from Vampire: The Masquerade: Bloodlines. Suitable for a stoic, serious, somewhat arrogant character, possibly a mage or a rather stuck-up paladin.
Makes one reference to Bhaalspawn origin. No particular alignment restrictions, but biased towards Lawful. Dick Jones Soundset by CromCruachan (Submitted) This is a soundset and portrait pack of the actor Ronny Cox, with most sounds taken from his character of Dick Jones from the movie Robocop, with a small handful of sounds taken from Ronny Cox's portrayal of the villain Vilos Cohaagen from the movie Total Recall. This soundset is best suited for an extremely menacing LE- or NE-aligned PC. Contains some swearing. Clarence Boddicker Soundset by CromCruachan (Submitted) This is a soundset and portrait pack taken from the archvillain Clarence Boddicker who appeared in the Robocop Movie and whose dialogue seems ideal for BG2.
Suitable for a LE- or NE-aligned male protagonist. Warning: contains quite a bit of swearing. The Kurgan Soundset by CromCruachan (Submitted) This is a collection of sounds and 8 portraits of the evil arch-villain 'The Kurgan', described as 'The Perfect Warrior' in the swordfighting fantasy-movie 'Highlander', and who gets virtually all the best lines in that film. This newly updated version is best suited for a chaotic-evil-aligned fighter or anti-paladin, or possibly an evil assassin. Be Warned: this soundset is definitely not for the squeamish.
Bester Soundset by CromCruachan (Submitted) This is a soundset, complete with portraits, of the villainous PsiCop-character Bester, from the famous Science Fiction TV series Babylon 5. It would be most suitable for an evil-aligned single or multi-classed mage or monk. Bloodrayne 2 Soundset by Goddess (Submitted) This is BloodRayne 2 soundset; a full Rayne soundset (mature) extracted from BloodRayne 2. The soundset can be used with female characters of all classes and races. Modified Icewind Dale 2 Italian Soundsets by Pazzoberserk (Submitted) Download below 19 sets of official Italian male and females voices from IWD2, adapted for BG2 with a few additional effects added. The sets are split in the following batches:, and and, and.
Bloodrayne Soundset by Sixth (Submitted) A soundset from the game Bloodrayne, good for female chaotic characters, probably best for neutral/evil (good guys don't swear). Bloodrayne is a game about a dhampir (half-human, half-vampire). The soundset can be used with most female characters and works fine with every class. Some of the language might be considered offensive, so do not use this soundset if you find yourself easily offended by harsh language. Daniel Plainview by Psiven (Submitted) Daniel Plainview (Daniel Day-Lewis) voice set, ripped and assembled from the movie 'There Will Be Blood'. A businessman with a dark side; ideal for any chaotic personality, or anyone else who enjoys drinking milkshakes.
Also includes portraits and a full transcript of all the clips. Braveheart Soundset by Jacob (Submitted) A soundset created for BGII from the movie Braveheart (Mel Gibson's character). Joxer Soundset by Barracus (Submitted) This set of sounds comes from Joxer the Mighty, from the TV series Xena the Warrior Princess. Joxer is a pompous but coward and inept swordsman and fighter that sometimes travels with the female duo (always as a comical relief). He makes a nice chaotic good swashbuckler or bard, as he really sings cheesy and comedic songs in the series and is no good melee fighter.
James Earl Jones / Vader Sessions Soundset by Trellheim (Submitted) 6MB A collection of James Earl Jones's voiceclips from the Star Wars fan video, Vader Sessions. Good for evil daddies and Vader copies without the 10-feet pole in the lower back section. Peter Griffin Soundset by Trellheim (Submitted) 4.9MB A soundset for Peter Griffin from Family Guy! Since intelligence is a dump stat in BGII, it's perfect for all non-mages. Baldur's Gate 1 NPC Soundsets by Peter Gainsford (Submitted) Varies Download below A selection of Baldur's Gate 2 soundsets based on Baldur's Gate 1 (but extended for the additional slots in BG2). Each of the sets comes with a full transcript of every clip.
Currently available sets:, and. Borat Soundset by Tjeerd G (Submitted) 6.6MB This entire soundset consists of excerpts from the motion picture 'Borat: Cultural Learnings of America for Make Benefit Glorious Nation of Kazakhstan' (2006). Borat is a character of British comedian Sasha Baron Cohen.
Now see him struggle with cultural differences within the mind-and-morals game pur sang, Baldur's Gate. Arthas Soundset by Alan Aires (Submitted) 2.3MB This is a soundset made with the voice of Arthas, the Paladin Hero from the Human Campaign in Warcraft III. It will fit nicely for a Paladin, or any character of good alignment.
Soul Calibur 3 Voice Pack by Freedan the Eternal (Submitted) 4.1MB A collection of various SC3 soundsets. Re-recorded to be more pleasant to the ear, and some minor changes to arrangement and lines.
New Voices include: Siegfried - 'Sinners need no mercy. Or sympathy.'
Great paladin material, or maybe for a neutral good character. Now rearranged and with additional lines to make him 20% more emo!
Nightmare - 'None of you have any reason to live!' Psychotic evil bad guy. What else can I say? Zasalamel - 'Resist with all your might.for your life is on the line.' Not really evil, but this Bhaalspawn definitely intends to benefit from his heritage.
Tira - 'I can't wait to see you in pieces!' Crazy girl who can go from manic to depressed in less than one second. Abyss - 'You who would stand against me.prepare to die.'
Included by accident in initial pack. Now with proper arrangement and more lines, Abyss was recorded solely for the Death Knight custom kit, but feel free to use him however you wish.
Also includes SC3 versions of Taki, Kilik, Cassandra, Mitsarugi, Ivy, and Cervantes. Dick Tate Soundset by Caradhras (Submitted) 3.2MB This set uses sound clips from Dick Tate, the villain in the game 'Bud Tucker in Double Trouble', with voicing by Rik Mayall. The set is appropriate for a chaotic character freshly out of bedlam or any megalomaniac, tyrannical protagonist who would like to take over the world. Jon Irenicus Soundset by Gogetto (Submitted) 1.5MB In case that one Irenicus in the game is not enough, you can now play as another, using his own sound set. A character portrait is also included. Dark Willow Soundset by Pe Ell (Submitted) 6MB This is a Dark Willow (from season 6 of Buffy the Vampire Slayer) custom soundset for Baldur's Gate 2. A character portrait is also included.
Pages: 1 Subsections SP Forums:, / (Classic). Baldur's Gate, Tales of the Sword Coast, Baldur's Gate 2, Throne of Bhaal, Baldur's Gate 3, Neverwinter Nights, Shadows of Undrentide, Hordes of the Underdark and Dragon Age: Origins are © BioWare.
Icewind Dale, Heart of Winter, Trials of the Luremaster, Icewind Dale 2 and Planescape: Torment are © Interplay. Pool of Radiance: Ruins of Myth Drannor is © SSI. Dragonshard, Forgotten Realms: Demon Stone, Neverwinter Nights 2, Mask of the Betrayer, Storm of Zehir, Mysteries of Westgate, The Temple of Elemental Evil, Dungeons & Dragons Online: Stormreach are © Atari, Inc. Dungeons & Dragons material is © Wizards of the Coast. All original content is © Sorcerer's Place.
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Has anyone here got the voices and maybe sound effects extracted from the game? I could probably do this myself but I haven't looked at the game in a long while. Just want to know if anyone here has done it already. I'd imagine it would be in some.afs container if you go by the other games in the series.
Also, there is a easier way to playback and convert.adx sound files in case anyone wants to know. There's a free audio player/decoder called foobar2000 Just make sure to also download the the ADPCM decoder component.dll plugin and add into the components directory wherever you installed foobar. You should be able to output to wav what have you. Plays other audio formats too but I find it useful for game audio formats as a secondary tool. When I have time I should take s deeper look into files.
Ive mostly been familiar with SC4 and SC5. The file structure and hierarchy for SC3 looks very similar. Going by the description of olk files should be compiled files or folders for their respective file types i.e. Creation:character model assets including 3d model and textures, cdata: misc assets like overlays, hud, text files, motion: animation script, camera data, etc, stages and weapons: self explanatory. Not surprising though since it seems every SC game at is core could be traced back to first SC just built up and expanded. Take for example these two texture maps. They are the VS background screens from SC3 but these two textures are also found in SC4 and SC5.
Svcutil.exe:/Dynamics/GPService /n:*,DynamicsGPService • Use the generated files. Typically, this is 'DynamicsGPService'. Svcutil.exe tool download. If you choose to, you can use the generated proxy in your project. To use svcutil.exe you need to provide the URL of the native endpoint for the Dynamics GP service and the namespace of the service reference you added to your Visual Studio project. Enter the following on a single line and then press Enter.
They have no purpose in the latter games, yet they're there on disc. Hence speculation about the game and the game's engine essentially being evolved versions of eachother. Click to expand.As Antonio has pointed out, swap & try is the main way of discovering what a file holds, once you have identified files of the same class you can try and load them up on a hex editor to try and find patterns within them, so when you open another file and it's contents are unkown, you might try to find a similar pattern to a file you already know what it is, you can assume it's similar. I still haven't looked inside SC3 in detail as I've been pretty busy over the week.
Not sure when I could get to it. Other than general file structure, I haven't been able to find anything relevant inside the.olk package or the.unk's that I'm familiar with in relation to later games. I'm not sure if its simply in a more compressed format or what but I can't find any header information inside any of the files I looked.
Theoretically it should be possible to move assets across any of the games. You would have to re-assemble and rewrite the structure of the file used in each game for each platform. For instance, the shader and color palette are different in SC4 and SC5 so you would have to accomodate for those. Then there's other aspects such as model phase states (armor breakage) since in SC4 there are three levels (top, middle, bottom) vs toggle (on/off) in SC5. First of all a disclaimer before what I show next: None of the following will ever work as a method to mod/cheat online such as savedata editing (gameshark methodology) and such.
Since this involves mostly actual data modding locally, there is no advantage for doing any of this. Things like frame data will be completely off and some collision models are absent entirely, so most of this is completely cosmetic in nature. As an avid fan of the series like most of you, I have high regards for the community, both competative and casual.
Also I will not share any information regards to methodology to the general public here in this forum. So do not ask. With that said. To illustrate, here's Amy's SC4 model parts imported into SC5. The hair, dress and lacing is a rewrite of the file to match SC5. These were equipped to Viola model (who resembles Amy and as many speculated, the same character but aged older). The motion files which contain fighting animation for SC4 Amy was also imported here (since it is absent entirely from the game).
Soul Calibur 3 Tira
However, it is buggy since it's specific for the game and many things it references is either missing or incompatible so would require rewrite. The weapon belongs to Raphael who already has an option to wield Amy's sword. And of course, being that it is forced, the voice events are completely off reflecting Viola's. Complete deformation of the model is possible too. This is Pyrrha's Omega shield except I rescaled it to something ridiculous such as this: As stated earlier, this is completely cosmetic in nature.
The boundaries for the shield are still retained by the original shape. The collision models would have to be rewritten for this properly work at its given size. Theoretically I'd imagine it be possible to do the reverse and move assets from later games into previous ones but you would probably have to remove lots of stuff to accomodate the older engine. There would need to be a major redux such as simpler models with less vertices and faces since older platforms could only handle so many polygons.
But yes, theoretically it should be possible to do almost anything really if you know where to look. I still haven't looked inside SC3 in detail as I've been pretty busy over the week. Not sure when I could get to it. Other than general file structure, I haven't been able to find anything relevant inside the.olk package or the.unk's that I'm familiar with in relation to later games. Stretch armstrong original. I'm not sure if its simply in a more compressed format or what but I can't find any header information inside any of the files I looked. Theoretically it should be possible to move assets across any of the games.
You would have to re-assemble and rewrite the structure of the file used in each game for each platform. For instance, the shader and color palette are different in SC4 and SC5 so you would have to accomodate for those. Then there's other aspects such as model phase states (armor breakage) since in SC4 there are three levels (top, middle, bottom) vs toggle (on/off) in SC5. First of all a disclaimer before what I show next: None of the following will ever work as a method to mod/cheat online such as savedata editing (gameshark methodology) and such. Since this involves mostly actual data modding locally, there is no advantage for doing any of this.
Things like frame data will be completely off and some collision models are absent entirely, so most of this is completely cosmetic in nature. As an avid fan of the series like most of you, I have high regards for the community, both competative and casual. Also I will not share any information regards to methodology to the general public here in this forum. So do not ask. With that said. To illustrate, here's Amy's SC4 model parts imported into SC5. The hair, dress and lacing is a rewrite of the file to match SC5.
These were equipped to Viola model (who resembles Amy and as many speculated, the same character but aged older). The motion files which contain fighting animation for SC4 Amy was also imported here (since it is absent entirely from the game). However, it is buggy since it's specific for the game and many things it references is either missing or incompatible so would require rewrite. The weapon belongs to Raphael who already has an option to wield Amy's sword. And of course, being that it is forced, the voice events are completely off reflecting Viola's. Complete deformation of the model is possible too. This is Pyrrha's Omega shield except I rescaled it to something ridiculous such as this: As stated earlier, this is completely cosmetic in nature.
The boundaries for the shield are still retained by the original shape. The collision models would have to be rewritten for this properly work at its given size. Theoretically I'd imagine it be possible to do the reverse and move assets from later games into previous ones but you would probably have to remove lots of stuff to accomodate the older engine.
There would need to be a major redux such as simpler models with less vertices and faces since older platforms could only handle so many polygons. But yes, theoretically it should be possible to do almost anything really if you know where to look.
I'm trying to extract the character voices from SC3, but am unable to open/extract from voice.afs using any of the three programs I downloaded. (AFS Extract 7.1.3 Beta 5, Universal AFS File Extractor/Rebuilder V3.8, AFSExplorer) Upon trying to open it in AFS Extract, I receive no error message but no files are displayed. In UAFSFE/R, it claims to have successfully extracted the files when I click extract, but it hasn't actually done anything. In AFSExplorer, I receive the following error: 'Failed reading AFS main header'. I've never tried doing this before, so I assume I'm simply doing something wrong, though I haven't a clue what.