среда 26 февраляadmin

Artificial Academy 2 is a PC game made by Japanese developer Illusion and released in 2014. It is, at its core, a hentai game. Sex, sex everywhere! But, you actually have to work for it. You start off by creating a school, the class year, and the class number. Then you set up.

Let me reup this again. Pictures will be posted eventually.

One dialogue for each personality has an individual line in jg2_02_###_00.LST.

Each line has 3 sets of 18 tab-separated elements.

  • <Audio file name> <Text> <16 pose-identifying numbers>

I have to stress that you have to strictly observe the format if you don’t want messes like trailing zeroes. If you don’t have an audio file specified for one set, use “0”. If you don’t have text, use “-1”.

Pose identifying numbers are the following:

  1. camera angle
  2. pose
  3. gaze
  4. eyebrow
  5. eye shape
  6. eye width
  7. iris dilation
  8. mouth shape
  9. maximum and minimum mouth height and width
  10. blush line
  11. blush tint
  12. highlight + tear behavior
  13. highlight visibility

You can find more details about these in the DIY personality guide.

Unused pose numbers usually have the generic convention of:

  • 0 <default personality pose #> 2 0 0 0 9 0 0 <9 0 1.2 0.8> 0 0 0 1
    (tab-separated, of course)
  • The most-commonly used maximum/minimum mouth width is “9 0 1.2 0.8”, though you have special snowflakes like Mature (“9 0 1.1 0.9”), Harsh (“7 0 0.9 0.8”) and Quiet (“7 0 0.8 0.7”). Well, it’s not like it has a significant meaning but you might as well know that especially if you use an AA2 personality as a base for custom personalities.

I. Audio splitting

Audio splitting is optional. There is no (observable) maximum duration for audio files. All the audio files distinguish is whether or not the pose following the text gets displayed.

Pose identifying numbers are only used if there’s a working voice file for the set they belong. That is to say that way back Cadet had voice file problems, it is observed that the poses are also affected.

Audio splitting allows pose and facial expression variety. It makes things harder for you if you uninstall the mod, though.

You may split audio files in any editor of choice like Audacity.

II. Text splitting

Splitting is done only if the dialogue you have is too long to fit within one line. That is, all text splitting does is to separate the text by new lines.

III. Designating pose

This similar to assigning the pose for any custom personality. Refer again to the DIY personality guide for additional resources about the matter (e.g. how the facial expressions look like).

Again, what you see in-game is represented by a single line. It has 4 tab-separated elements which are:

  • <Audio file name> <Text>

If we have the 3 sets from jg2_02_###_00.LST earlier, then it’s almost the similar thing for jg2_03_###_00.LST, except that:

  • There are no pose-identifying numbers because you know, this file is meant for the dimmed lines.
  • You don’t have the audio file name for the 2nd and 3rd set because again, we’re talking about dimmed out lines here and there’s no point having to separate the audio files.
  • The text has 3 tab-separated elements, and each separated text displays in their own line.

We have the below note which will detail a bit about troubleshooting audio files as you repurpose them from jg2_03_~.LST to jg2_02_~.LST.

Note:

Now, I heard that there are people who encounter problems about the game playing split portions of voice files even if they’re not specified within the LST file after uninstalling the dim removal mod. I could only assume that this is because of Illusion matching file names non-exactly (like how it still attempts to open game files even if they have a .bak extension or something).

The above is the reason why you better make a ~1GB back-up of voice files ready if you install “dim removal” through Wizzard. You won’t want to browse through all voice .PP files removing and replacing stuff.

Hence, we have to be strict about the format to avoid problems.

Now, as you copy + paste audio file names and text from jg2_03_~.LST to jg2_02_~.LST, don’t forget to change all elements of the affected lines to “0” so the game no longer displays the dimmed-out line. Well, you will still see a brief flash of the character’s name, and it’s part of the limitations of the mod.

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Recall that you have 7 conversation lines affected by dim removal mod. These are immediately the first 7 lines of jg2_03_###_00.LST.

  • Talk about daily life
  • Talk about hobbies
  • Talk about food
  • Talk about love (without a lover)
  • Talk about love (with a lover)
  • Talk about sex (without a lover)
  • Talk about sex (with a lover)

The first 7 lines of jg2_03_###_00.LST with dim removal compatibility has 4 tab-separated zeroes for each line.

The conversation lines from jg2_03_###_00.LST, after being pasted to jg2_02_###_00.LST, should observe the same format of the lines preceding them.

What you have in this Pastebin is the combination of two mods. The assignment of numbers in TalkCondition.LST and ReactReact.LST tells where you should put the text. As a convention, never have a blank line between two non-blank lines.

For Mitsumeru v1.4 or v1.5 with dim removal addition, you have:

  • Line 543: Exact copy of Line 441 (uses “~_k0_100_01_00.wav”), except that there’s a “The two of you are now a couple” at the second text split.
  • Line 544: “Talk about daily life” line
  • Line 545: “Talk about hobbies” line
  • … and the same sequence is observed up to Line 550.

If you prefer Mitsumeru v1.3 (and earlier)’s absence of Line 543, then use lines 543-549 for the “Talk about X” lines. However, you will have to make adjustments to TalkCondition.LST and ReactReact.LST. I am actually one of those who preferred how things were in v1.3; I missed everyone’s unique faces whenever their request to be a couple is accepted. ;_;

Tagged with: Artificial Academy 2, dialogue mod
Posted in Artificial Academy 2