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Showing content with the highest reputation on 04/11/2023 in all areas

  1. Sound Editor [Released: Version 2.2.0.0] It's time! After several weeks of work, the new version of the Sound Editor is finally live and comes with a lot of new features. But first: A big thank you goes to Mark/Rampage for allowing me to include his data.xml for 2K23. Also, a big thank you to all other authors of the data files from previous releases like Living Human, iTwistedSpartan and others. This was not my work and it wouldn't be possible without you guys! Thank you to everyone who helps and provides their data! And thanks to all the kind words and people who have supported me with donations before! It motivates me a lot! Here's an overview of the new features: Over 90% of the code has been completely reworked and rewritten Many minor and major fixes and improvements (including: search terms and sorting remain when switching as well as selected folders) XML files have been outsourced into databases, making SE compatible with multiple versions (currently 2K19, 2K22, 2K23) Sound-Converter has been completely rewritten and revised (new volume slider, new view of running tasks, download of YouTube music via txt files) New TTS feature for easy creation of RA via Uberduck API New file indexing feature to save storage space -> After opening a PCK file, SE now creates an index of all offsets. If a new file is imported that is larger than the one being overwritten, this table is updated. In the later course, the storage space gained can be reused if it is large enough. New UI (light and dark mode, slim titlebar) Revised export dialog -> mass export as *.ogg is now possible View, export, and import of embedded sound files in soundbanks (import is still UNTESTED and in BETA!!! Use it at your own risk!!!) ... and much more!!! Please note that this is a BETA version that may still have errors. I am not liable for any risks or damages that may arise from use. ALWAYS create a backup before doing anything else. A final word: My tools are, have been, and will always be free. I will not offer earlier access via Patreon or charge anything for them to be used by anyone. But developing them has cost me time and money. For example, my Uberduck access costs me money every month. Therefore, I would be very grateful for any donations. So if my work helps you and you find it useful, I would appreciate your support. Thank you! Notice: Not all data for 2K23 has been collected yet. If you want, you can send me your custom_data.xml file and I will merge your additions with the next update. This is a first test version and may contains bugs!!! ALWAYS MAKE A BACKUP BEFORE USING IT!!!!! !!! Please read !!! SE is compatible with WWE 2K23 and should also work with previous titles. It ships with a database for 2K19, 2K22 and 2K23! More can be added manually. Here is a tutorial video on how to use it (Thanks @Waldoocs) Changes Download (installer) FAQ I will expand on this post later.
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  2. Thought i'd make a thread for CAW requests if any creators are interested or in need of inspiration Some CAWs I would love to have is Lex Luger (WCW) (Done by DrGorillaNuts) Madusa (WCW) Rick Rude Sable ( Amazingly done model by LeeValentine) nWo Macho Man (WCW) EDIT: I updated my requests with models I found that fulfilled my wishes.
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  3. Install vc2015redist_x64.exe and maybe also vc2013redist_x64.exe. https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist?view=msvc-170 If that didn't help, I need more information, which means: - Which OS? - Which language? - Path to your wem export directory - Filename of your file which you want to convert
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  4. Better leave it disabled. This function is purely experimental! That's why it's disabled by default. The function indexes every open PCK file and remembers the respective sizes. Normally, files that are larger are always written at the end. If the function is active, the old slots (where the size was too small) are set to inactive. If a file is later smaller than this free area, it will be written there, which can save memory.
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  5. I downloaded you latest release for identify work and again sound editor not work for ps4 🙂
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  6. Of course it makes sense in a case like this. I think you will be able to do more with the name than with an ID. So you are always forced to listen to the file beforehand (which is not so easy with wem ^^). Okay, you convinced me, it makes sense ^^
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  7. I could possibly implement something like this, but does it really make sense? What if an entry has no name? Should it use the id?
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  8. very thanks you, you are the best 🙂
    1 point
  9. Version 1.1.0.1 has been released! Changes: ################################### 1.1.0.1 ################################### Fixed: - File encryption brokes indexing ################################### 1.1.0.0 ################################### Added: - AI powered "Identity" tool for RAs (very much experimental!) - Drag'n Drop functionality into datagridview for faster wem-file import Optimized/Fixed: - File indexing into larger PCK files took a really long time - Sound-Converter tool shows filename with extension (should be without) - Tweaked the order of contextmenu items (Export/Import/Identify, ...), added some separators
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  10. So, here's another update: In the last few days, many more minor improvements have been incorporated into the Sound Editor tool. I have now rewritten about 90% of the code. For example, sorting is now remembered when you sort by a certain column and then jump to another one, such as from English (us) to SFX or vice versa. The search term is also remembered. Data files are now based on a database, meaning that there is a separate folder for each version that can be dynamically added and selected. This allows you to specify your own database for different versions, since the IDs are different every year. This applies to all 3 xml files. In the future, I would like to extend this to include other changes, such as remembering certain paddings etc. Sound Editor will initially only be compatible with 2K22 and 2K23. Importing into banks is now working, as does dynamically rearranging the bank and PCK files. However, further testing is still necessary. Furthermore, not all files in the sound banks are really sounds that can be listened to. I can't separate that at the moment. It's also difficult to test because you don't always know exactly where many sounds are used in the game. Now, I will go through the themes and see if everything still works, and expand the testing later.
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  11. If I can be certain that the import works correctly. There is currently an issue with the import into soundbanks that I need to solve first. I have rewritten about 80% of the tool in the past few days and want to ensure that everything works correctly before I release it, which is why it will take a little longer. It shouldn't take much longer now. Please have a little more patience!
    1 point
  12. There is a great Ken Shamrock already, search KenShamrock by ShawnStylz
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  13. Thats nice to hear, you wouldn't happen to remmember the creator? Thanks for the heads up though, i'll have a look through 'em.
    1 point
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