Unable to get the shipped vehicle sounds working

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Jigen
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Unable to get the shipped vehicle sounds working

Post by Jigen »

I should start out by saying that I have gone through Rends tutorial for adding the missing shipped vehicle sounds, a few times actually, and have yet to get them working. I'll try to be as thorough as possible by posting all of my necessary files below and explaining what I've done.

At the moment my main problem seems to be that after finishing the tutorial, the modID.lvl file is not being created into the data_modID\_LVL_PC\Sound directory. Only global.lvl and shell.lvl are present.
Go into data_TES\_LVL_PC\Sound directory and copy the tes.LVL file into the Sound folder we just created!
(The tes.LVL should be about 10 KB in size)
As far as how I followed the tutorial, the only thing I did different was that I was adding an AT-RT instead of an AT-ST. So my .req for cw contains "rep_walk_oneman_atst", along with the other 3 vehicles I have in my map which are: AT-ST, Hailfire, and the imperial speederbikes. I also used my own map ID "vrh".

Here are my files for both .lua's, .req's, and my soundmunge.bat

Clone Wars
Hidden/Spoiler:
[code]ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\vrh.lvl;vrhcw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_tread_snailtank")[/code]
Galactic Civil War
Hidden/Spoiler:
[code]ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:sound\\vrh.lvl;vrhgcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_luke_jedi")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader",
"imp_fly_destroyer_dome",
"imp_walk_atst",
"imp_hover_speederbike")[/code]
Soundmunge.bat
Hidden/Spoiler:
[code]@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero
@call soundmungedir _BUILD\sound\worlds\vrh\%MUNGE_DIR% sound\worlds\vrh sound\worlds\vrh\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound vrh

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit[/code]
Main .req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"gcw_vo"
"gcw_tac_vo"
"cw_vo"
"cw_tac_vo"

}
REQN
{
"lvl"
"vrhgcw"
"vrhcw"
}
}[/code]
Clone Wars .req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"vrhcw"
}

REQN
{
"config"
"rep_walk_oneman_atst"
"cis_tread_snailtank"
"global_world"
"exp_obj"
"testcw"
"cw_vo"
"cw"
}
}[/code]
Clone Wars .sfx
Hidden/Spoiler:
[code]// Hailfire Droid /Snail Tank-------------------------------------------------------------------------------------------
..\..\global\effects\rcflak.wav -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\rcvehiclemortar.wav -resample ps2 16000 xbox 22050 pc 22050
#ifplatform xbox pc
//..\..\cw\effects\wpn_hailfire_missile_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_hailfire_hi_lp.wav -resample xbox 22050 pc 22050
..\..\cw\effects\eng_hailfire_low_lp.wav -resample xbox 11025 pc 22050
..\..\cw\effects\eng_hailfire_mid_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
// ---------------------------------------------------------------------------------------------------------------

// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100[/code]
Galactic Civil War .req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"vrhgcw"
}

REQN
{
"config"
"imp_walk_atst"
"imp_hover_speederbike"
"global_world"
"exp_obj"
"testgcw"
"gcw_vo"
"gcw"
}
}[/code]
Galactic Civil War .sfx
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100

// Speederbike ---------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\global\effects\wpn_spdrbike_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\eng_distSpeederbike_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_speederbike_grit_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_doubleSpdBike_grit_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
// ---------------------------------------------------------------------------------------------------------------[/code]
Hopefully all of this information helps, and if there's anything else needed I'll be sure to post it here.
Last edited by Jigen on Sun Feb 02, 2014 12:01 pm, edited 1 time in total.
Marth8880
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Re: Unable to get the shipped vehicle sounds working

Post by Marth8880 »

User avatar
Jigen
Private Recruit
Posts: 23
Joined: Wed Jan 15, 2014 12:41 am
xbox live or psn: No gamertag set

Re: Unable to get the shipped vehicle sounds working

Post by Jigen »

I did have the updated munge.bat, but did not have an updated soundmungedir.bat so I have copied that over.

I also followed the second link and this is my current soundmunge.bat file:
Hidden/Spoiler:
[code]@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem EDIT THE LINE BELOW TO POINT TO YOUR BF2 INTSALL PATH
@set BF2_SOUNDPATH="c:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\"

@rem Munge global, shell and side specific sound data
@rem Munge world specific sound data
@rem EDIT THE TWO LINES BELOW TO POINT TO YOUR MOD BY REPLACING SND WITH YOUR WORLD ABBREVIATION
@call soundmungedir _BUILD\sound\worlds\VRH\%MUNGE_DIR% sound\worlds\VRH sound\worlds\VRH\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound VRH
@rem xcopy _LVL_%MUNGE_PLATFORM%\sound\* %BF2_SOUNDPATH%GameData\addon\VRH\data\_LVL_PC\Sound\ /Y

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit[/code]
I'm sure these were part of the problem, however the .lvl is still missing after I munge. So unless there's anything else I'm missing, my suspicion is my abbreviations for my .lua's and .req's. When I'm changing the modID names, do they have to be in all capitals or lowercase? Does it matter or do they just need to be consistent?

EDIT
So I've continued modifying these files to try different things and still no luck so far. Every abbreviation of my modID in the lua's and req's are now lowercase to be sure, but I'm still not getting a .lvl file after a munge. I'm hoping someone here can see the error that I'm missing.

The only thing I can think of is that a few of my .req's seem a bit different than Rends's tutorial.
Last edited by Jigen on Sat Mar 15, 2014 12:45 pm, edited 1 time in total.
User avatar
Jigen
Private Recruit
Posts: 23
Joined: Wed Jan 15, 2014 12:41 am
xbox live or psn: No gamertag set

Re: Unable to get the shipped vehicle sounds working

Post by Jigen »

Alright I'm starting to have some progress by following the advice in this thread: viewtopic.php?f=27&t=23597&hilit=vehicle+sounds

The vehicles I'm using for this map are the AT-RT, AT-ST, Hailfire Droid, and the Imperial Speederbike. So, I've changed my .lua's to include the .lvl's that closest match to having these sounds. I'm now using Endor for GCW and Kashyyyk for CW.

Clone Wars .lua
Hidden/Spoiler:
[code]ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("SIDE\\rep.lvl",[/code]
Galactic Civil War .lua
Hidden/Spoiler:
[code]ReadDataFile("sound\\end.lvl;end1gcw")
ReadDataFile("SIDE\\all.lvl",[/code]
By doing this, I now have vehicle sounds for the AT-ST, Hailfire Droid, and the Imperial Speederbike. However, since the AT-RT is not in Kashyyyk, there are no sounds for it on my map. I should also mention I am using the Kashyyyk turrets, chaingun turret, beam turret, and the standard repeating turret. Currently every turret sound is covered in CW, but for GCW I am missing sounds for the Kashyyyk, beam and chaingun turret and that would make sense as I am using Endor for GCW.

Now this is my question: Is it possible to just add in the sounds I listed here into kashyyyk and endor's .req and .sfx files? Basically, can I add the AT-RT (along with the others) files directly into Kashyyyk and endor's .lvl, which will then be pulled from into my map? Can someone please confirm this?

EDIT:

So I've decided to go with Utapau for CW and Kashyyyk for GCW. Both of these .lvl's cover every turret and vehicle sound that I need for my map. They do not cover the Snail Tank and chaingun turret, but I was planning on using the AAT instead and removing the chaingun turrets anyway (their animations are broken and are able to shoot through props).

I'm not sure if I'll ever be able to figure out why I'm unable to create my own sound .lvl, but at least these .lvl's have the sounds I need so it's a good solution for me.

EDIT: I've finally made some progress on this. I now have a sound .lvl in my data_ABC/_LVL_PC/Sound folder. It's currently 1kb and the following error log came with it.
Hidden/Spoiler:
[code]soundflmunge.exe : Error : Unable to open file ..\..\global\effects\eng_walker_hi_lp.wav - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\eng_walker_hi_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\hyd_walker01.wav - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\hyd_walker01.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhgcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx[/code]
I followed the advice from this thread viewtopic.php?f=27&t=29906&hilit=environmental+sounds that Marth8880 originally posted. JimmyAngler suggested using a different munge.bat and that did the trick. Now I just need to work through these errors and add in the vehicle sounds I need. I'm most likely going to continue using Kashyyyk and Utapau, but there are a few others I'd like to use.

EDIT: Alright, my sound lvl file is now 8kb and I have set it up to contain sounds for the CIS STAP and Republic Barcspeeder. I also copied it into my addon folder just as Rends tutorial says to do. However, I am still not hearing any sounds for either of these vehicles. Here is my latest error log that I'm trying to figure out.
Hidden/Spoiler:
[code]soundflmunge.exe : Error : Unable to open file ..\..\cw\effects\wpn_stap_blaster_fire.wav - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\cw\effects\wpn_stap_blaster_fire.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\worlds\vrh\vrhcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_VRH\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_VRH\Sound\shell\shell.sfx[/code]
It says that it's unable to open files for the stap, but why is that?
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