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Re: Bespin: Escape SWBattlefront Conversion
Posted: Tue Oct 06, 2009 7:09 pm
by Jendo7
That's really kind of you. Thanks!
I have the original trilogy soundtrack on iTunes. I would like to have ago myself, but I only have the music in AAC and not MP3, so that could be a problem. If you have the time I'd be much appreciated, or I could always look up one of the tutorials here on gametoast.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Wed Oct 07, 2009 4:38 pm
by giftheck
Give me the names of your heroes and I'll find appropriate music for them (I'm not playing BF2 right now so I don't have them at hand)
Re: Bespin: Escape SWBattlefront Conversion
Posted: Wed Oct 07, 2009 5:43 pm
by Jendo7
I'm using Bespin Luke from the conversion pack, and Boba Fett. So anything from the second half of The Empire Strikes Back would be great.
Edit: The thing I found with the hero tracks is they would cut in and out with the bes.lvl sound file being loaded. So two pieces would be playing at the same time and then cut out completely. So I don't know how I could stop that from happening.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Thu Oct 08, 2009 7:47 am
by giftheck
I know the problem - it's using the BF1 tracks (which do not have a hero track), but at the same time it's also using the BF2 hero tracks. It seems as though perhaps if BF2 cannot find the track in a custom LVL file, it loads the standard ones from whichever sound lvl you're running (such as Mygeeto). Remember, sound structure is different: in BF1 the sound lvls contained the music. In BF2, the sound lvls only contain the config files, it's Global that contains the files. And the sound configs are run by that simple "ReadDataFile (sound//myg.lvl)" command.
Is it just GCW you want music for? Or would you like some new stuff for CW and Hero Assault modes too?
I also have the Carbon Freeze and Large Shaft ambiences too.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Thu Oct 08, 2009 9:37 am
by Jendo7
I think music for the GCW era would be sufficient, as the CW era and Hero Assault seems fine. If you could also add the ambient carbon chamber, and shaft sounds that would be great.
Thanks very much.
I'll make sure you get credit for it.
Small update: I've extended the skyway bridges by connecting them, and added another building to the large concourse area. I've also added the 146th Clone legion from the Conversion Pack, but I'm not yet sure if I will use them.
I was also thinking of adding another building where the fountains are in the above screen and taking out the clock tower, but I'm not sure if that would be too much. What is the view, should I add another one or leave it as is.
Thanks.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Mon Oct 12, 2009 4:03 pm
by giftheck
I'll get the shaft sounds and Carbon Freeze sounds in, but they come from a PS2 rip somebody sent me (audio only) and so most of the ambience is screwy.
Just wondering what you'd like to use for Boba. Perhaps the "Mandalorian" theme from Episode II? (For those of a non-John Williams mind, that would be "Jango's Escape" on the OST)
In any case, the file's almost finished, so I'd just have to send it to you so you can test it. Would you like me to send over the entire sound folder or the compiled LVL file?
Re: Bespin: Escape SWBattlefront Conversion
Posted: Mon Oct 12, 2009 7:18 pm
by Jendo7
If the ambient sounds arn't too great, don't worry about adding them, there not really that important.
"Jango's Escape" is already used for Jango in the CW era, so I was mainly thinking of parts from "The Imperial March" which is the stock track for Boba Fett in any case, and I haven't really heard anything that's more appropriate.
If you send me the compiled LVL that should be fine. How do you want to do it, pm me with a download link or by email?
Thanks again, I really appreciate this.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Tue Oct 13, 2009 3:56 am
by giftheck
I'll PM the link.
I wouldn't go for the Imperial March. John Williams said that was the name Lucas gave it, but it's really Darth Vader's theme, so it'd be a bit out of place on Boba Fett.
I'll see if I can dig up anything from either Empire Strikes Back or Return of the Jedi.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Tue Oct 13, 2009 5:05 am
by Jendo7
Yeah! If you could dig up something for Boba Fett from either episode 5 or 6 that would be perfect.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Tue Oct 13, 2009 2:26 pm
by giftheck
I'm currently compiling the beta sound lvl file. It DOES include the carbon freeze and shaft sounds (which are pretty much the only two ambiences to come out right), and new Luke and Boba music (Luke's is the Hyperspace music from Episode V, Boba's is the Rancor music from Episode VI, I couldn't find a better suiting track)
Re: Bespin: Escape SWBattlefront Conversion
Posted: Wed Oct 14, 2009 11:08 am
by Anakin
Is it now possible to fly the melinium Falke??
Re: Bespin: Escape SWBattlefront Conversion
Posted: Wed Oct 14, 2009 5:00 pm
by giftheck
No, the Millenium Falcon is just a prop.
Did the music LVL I send you work, Jendo?
Re: Bespin: Escape SWBattlefront Conversion
Posted: Wed Oct 14, 2009 7:17 pm
by Jendo7
It didn't seem to work, but this is how I set it up in my lua. So I've possibly done something wrong:
Code: Select all
ReadDataFile("sound\\myg.lvl;myg1gcw")
ReadDataFile("dc:sound\\bne.lvl;bes2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_pilot",
"all_inf_officer",
"all_inf_wookiee",
"all_fly_awing",
"all_fly_xwing_sc",
"all_hero_luke_jedi")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("dc:sound\\bne.lvl", "bes2gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_bes_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_bes_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end", 2,1);
SetVictoryMusic(ALL, "all_bes_amb_victory");
SetDefeatMusic (ALL, "all_bes_amb_defeat");
SetVictoryMusic(IMP, "imp_bes_amb_victory");
SetDefeatMusic (IMP, "imp_bes_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
I also tried this
ReadDataFile("dc:sound\\bne.lvl;bnegcw")
Sound section:
OpenAudioStream("dc:sound\\bne.lvl", "bnegcw")
Also, I forgot to tell you that I'm already using bne.lvl for the vehicle sounds. So I had to take it out to put yours in.
Thanks for all your hard work, it's probably due to me not setting up the lua properly.
Anakin wrote:Is it now possible to fly the melinium Falke??
No. Sorry.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Thu Oct 15, 2009 5:53 am
by giftheck
Do you still have the BF1 Mod Tools? I could send you the entire BNE folder I used so you can merge it with yours.
Re: Bespin: Escape SWBattlefront Conversion
Posted: Thu Oct 15, 2009 10:34 am
by Jendo7
Ok, that would be great. I do still have bfbuilder, so I'll see if I can get it working.
Thanks for doing this. I really appreciate it.