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Genn Greymane

This bundle is marked as pending. It has not been reviewed by a staff member yet.
This sound set is for Genn Greymane's worgen form. There's a model by @vindorei linked in this resource thread under Assets. Unfortunately, this sound set does not cater to Classic/SD graphics players. I recommend changing the extension of the files from .mp3 to .flac, or you can leave it as is if it plays in the World Editor normally; I haven't tested whether it works or not as .mp3 files. Related to the files' extension, their actual format is still FLAC--I just renamed them so I could upload them on HIVE since upload FLAC files isn't supported. Yet, probably.

If you want this sound set to be applied without replacing the actual Paladin sound set, please follow the instructions properly:
  1. Open the Sound Editor of the World Editor.
  2. Locate the Paladin's sound set folder (hear me out) - Units/Humans/HeroPaladin
  3. Replace the highlighted files in red with the custom sound set.
SE-Proudmoore.png


The files you are replacing is for Admiral Proudmoore's sound set simply called "Proudmoore". Since it's less likely you use the Admiral to your map, you should be okay with replacing his sound set. If you still want to use him, though, you can change his sound set to HeroPaladin. As for this custom sound set, you can now change your, presumably a custom unit instead of replacing an existing unit, Genn Greymane's sound set to Proudmoore.

EDIT: I just realized that any files you replace when it comes to sound files that occupy the same folder as a vanilla sound file (i.e. HeroPaladin and Proudmoore; Maiev and MaievLater) will still replace everything, sadly. So the tutorial above is all for naught. :sad:
Contents

HeroPaladinPissed1 (Sound)

HeroPaladinPissed2 (Sound)

HeroPaladinPissed3 (Sound)

HeroPaladinPissed4 (Sound)

HeroPaladinPissed5 (Sound)

HeroPaladinPissed6 (Sound)

HeroPaladinReady1 (Sound)

HeroPaladinWarcry1 (Sound)

HeroPaladinWhat1 (Sound)

HeroPaladinWhat2 (Sound)

HeroPaladinWhat3 (Sound)

HeroPaladinWhat4 (Sound)

HeroPaladinYes1 (Sound)

HeroPaladinYes2 (Sound)

HeroPaladinYes3 (Sound)

HeroPaladinYes4 (Sound)

HeroPaladinYesAttack1 (Sound)

HeroPaladinYesAttack2 (Sound)

HeroPaladinYesAttack3 (Sound)

That's because the folders for each sound set is coded or stitched with a lipsync of that specific line. If we were to use the HotS voice lines, they won't match. Believe me, if this was Skyrim, where modders who create custom followers with unique dialogues which have auto-lipsync on ANY word detected, we could freely use any sound set. I honestly would love to enhance Anduin's sound set because there's a Reforged model for that, but unfortunately, the mouth movement doesn't match. It's a preset in the folder of the sound set used. The good thing about this, I guess, is that you can switch a unit's sound set with another and they will still mouth the voice line. But changing a sound set with totally different lines wouldn't match and fit.
 
That's because the folders for each sound set is coded or stitched with a lipsync of that specific line. If we were to use the HotS voice lines, they won't match. Believe me, if this was Skyrim, where modders who create custom followers with unique dialogues which have auto-lipsync on ANY word detected, we could freely use any sound set. I honestly would love to enhance Anduin's sound set because there's a Reforged model for that, but unfortunately, the mouth movement doesn't match. It's a preset in the folder of the sound set used. The good thing about this, I guess, is that you can switch a unit's sound set with another and they will still mouth the voice line. But changing a sound set with totally different lines wouldn't match and fit.
Thanks for the info. That's a problem with Reforged I didn't think about, since I only work with 1.31.1. It's a shame not being able to use all the cool Heroes of the Storm voicelines because of Reforged's lipsync. Isn't it possible to have generic mouth movements like in Classic graphics that work well enough for any line? In Classic graphics, the generic talking animations never broke my immersion (except for the Mortar Team for obvious reasons).
 
Thanks for the info. That's a problem with Reforged I didn't think about, since I only work with 1.31.1. It's a shame not being able to use all the cool Heroes of the Storm voicelines because of Reforged's lipsync. Isn't it possible to have generic mouth movements like in Classic graphics that work well enough for any line? In Classic graphics, the generic talking animations never broke my immersion (except for the Mortar Team for obvious reasons).
It's not, sadly. It's embedded somehow in the game's files--the lipsync. And the head-bobbing is updated to fluent lipsyncing for a better visual of the portrait. It makes it less cartoon-y, since Reforged is no longer "cartoon-y" and low-poly. I don't think games these days, even remasters, would stick to all old methods of speaking, or games in general with dialogue lines. Even in Heroes of the Storm, they tried to make perfect lipsync, but they stopped due to budget cuts. And Anduin, amongst other newer heroes, don't have a proper mouth lipsync in the game (HotS). His voice lines are said, but his mouth isn't opening at all, like his mouth mesh or whatever it's called is detached to prevent animation for it when he tries to "speak". An example of a non-fluid lipsync or mouthing in Heroes is Anduin's Neo-Vigilante skin. That skin now has mouth movements, but it follows the generic cartoon-y dubbing of the mouth you speak of, like Anime shows and films, where the mouth matching words being said is disregard, and only the length of how long the head-bobbing is based on the length of the voice line. Just like the original Warcraft III.

And yes, if Blizzard made the World Editor less limiting, we could just be adding new folders for new custom sound sets rather than replacing existing ones. Or we could have mixed and mashed data values when making spells and abilities rather than coding them via triggers. There's just a lot of issues here that existed even in classic Warcraft III. It's just restricting us. :sad:
 
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It's not, sadly. It's embedded somehow in the game's files--the lipsync. And the head-bobbing is updated to fluent lipsyncing for a better visual of the portrait. It makes it less cartoon-y, since Reforged is no longer "cartoon-y" and low-poly. I don't think games these days, even remasters, would stick to all old methods of speaking, or games in general with dialogue lines. Even in Heroes of the Storm, they tried to make perfect lipsync, but they stopped due to budget cuts. And Anduin, amongst other newer heroes, don't have a proper mouth lipsync in the game (HotS). His voice lines are said, but his mouth isn't opening at all, like his mouth mesh or whatever it's called is detached to prevent animation for it when he tries to "speak". An example of a non-fluid lipsync or mouthing in Heroes is Anduin's Neo-Vigilante skin. That skin now has mouth movements, but it follows the generic cartoon-y dubbing of the mouth you speak of, like Anime shows and films, where the mouth matching words being said is disregard, and only the length of how long the head-bobbing is based on the length of the voice line. Just like the original Warcraft III.

And yes, if Blizzard made the World Editor less limiting, we could just be adding new folders for new custom sound sets rather than replacing existing ones. Or we could have mixed and mashed data values when making spells and abilities rather than coding them via triggers. There's just a lot of issues here that existed even in classic Warcraft III. It's just restricting us. :sad:
Maybe there is some kind of lipsync file generator? I haven't used .flac files, so I'm not sure. As for the replacing of exisitng voicelines there are some soundsets that have soundfiles listed but the soundfiles don't exist. If you add soundfiles with those names, they will be played in-game. Example of these soundsets are Medivh and HeroRanger. Also, I doubt you would need all soundsets at the same time so that limit isn't really a problem.
 
Maybe there is some kind of lipsync file generator? I haven't used .flac files, so I'm not sure. As for the replacing of exisitng voicelines there are some soundsets that have soundfiles listed but the soundfiles don't exist. If you add soundfiles with those names, they will be played in-game. Example of these soundsets are Medivh and HeroRanger. Also, I doubt you would need all soundsets at the same time so that limit isn't really a problem.
That we don't know yet. Although, I think Tamplier is saving up money he gets from his Patreon account to purchase this software that manages FaceFX, which is the lipsync we are talking about. Though, he specified that they're for custom campaigns. It could be possible with that method, but mind you, a lot of the sound set folders only have a few files to replace, so it would still be limiting if we want a Hero-like complete sound set folder such the Paladin sound set, and not like other sound set folders with only What and Death files; no Yes, YesAttack, or Pissed files.
 
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The problem with this is that it's just the paladin's soundset a bit pitched down.
Yeah, what deeps said.
Apart from pitching it down, I also messed with the audio to try make it sound a bit rough and grizzly (?). And it was meant to just be a quick edit, for the worgen form of Genn Greymane.
 

deepstrasz

Map Reviewer
Level 69
Joined
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Messages
18,808
Apart from pitching it down, I also messed with the audio to try make it sound a bit rough and grizzly (?). And it was meant to just be a quick edit, for the worgen form of Genn Greymane.
I understand what you mean, like Illidan/the Demon Hunter's alternate way down pitched soundset for Metamorphosis. However, I would advise you do something like @Xetanth87 suggested and use some voice lines from Heroes of the Storm and/or World of Warcraft for the human form and then pitch/tweak them (down) if you necessarily want the Illidan/Demon Hunter vibe.
 
I understand what you mean, like Illidan/the Demon Hunter's alternate way down pitched soundset for Metamorphosis. However, I would advise you do something like @Xetanth87 suggested and use some voice lines from Heroes of the Storm and/or World of Warcraft for the human form and then pitch/tweak them (down) if you necessarily want the Illidan/Demon Hunter vibe.
Like I said before, if I use the voice lines from HotS or WoW, no sound set would match its lip-synced files. I would've used the ones from the games you mentioned, but I won't be able to find a good sound set to replace it with. The only good sound set that can be replaced in general are ones used by critters, masked units (generic Warden hero of the Night Elf), or units with no fluent lip-syncing on purpose, or none at all.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
Like I said before, if I use the voice lines from HotS or WoW, no sound set would match its lip-synced files. I would've used the ones from the games you mentioned, but I won't be able to find a good sound set to replace it with. The only good sound set that can be replaced in general are ones used by critters, masked units (generic Warden hero of the Night Elf), or units with no fluent lip-syncing on purpose, or none at all.
Are the models themselves animated for each sound line?
 
Are the models themselves animated for each sound line?
No, because the lip sync files are dependent to the very sound files (vanilla) so that any model can use any sound file (even though it'll look weird). If, say, I replace the sound file for Uther in which he says, "I'm getting too old for this" (pissed line) with another pissed line from HotS (there's an Uther hero as well), or in the game they call it "Click-Quotes", where he says, "Today, I'm Uther the Painbringer!", the audio will play, but his mouth will still sync to the line, "I'm getting too old for this", and it'll look weird.
 
Nice sounds. Is the only way to use this to replace soundsets or to trigger sounds manually via code? I am thinking about using a custom soundset system in JASS which just plays sounds but it would probably not trigger the portrait animation except I trigger it with a cinematic message which I cancel when you deselect the unit.
You could try that. I'm not too keen with coding and triggers, but feel free to do so. It might be another way to add this sound set without replacing the original.
 
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