Rends adding Sound Tutorial
Posted: Mon Apr 10, 2006 10:02 am
This tutorial is just a streamlined version of THIS one which explains the process of adding missing shipped sounds in a way that is easy to understand.
This is an easy doing walkthrough about adding missing sounds to your map.
I recommend to follow every step in this tutorial and create this test map before you go on adding sounds to your own map!
So what will we do here?
We create a basic map and add an ATST to the Clone Wars era. Then we will add the missing walker stomp and gun sounds.
IMPORTANT: Don´t add the ("") quotation marks except in the sound Req and lua files!
1. Create a new map and name it "TES" and "testmap" for the full map name. Give the map a short description and select Conquest only under Game Modes. Press Create World.
2. Go into data_TES/Common/scripts/TES and open the "TESc_con.lua" file.
Now add:
below the default sound entry. This will call your custom sounds we need for for the ATST
Next add:
so we can load the ATST in a REP vs CIS Clone War map.
So now your LUA should look like this:
You'll also need to change the AddWalkerType entry to:
Save and close the lua.
3. Go into data_TES run ZeroEditor and load "TES.wld"
Change the layer to "conquest"
zoom in to your "cp1" Controlzone and place a com_item_vehicle_spawn next to it.
Select the Vehicle spawn. On the right side of the screen you'll find Object Instance.
under Controlzone type "cp1" and under ClassRepATK type "imp_walk_atst".
This will load the ATST right at the beginning of the game because the REPS are set as Attacker
by default in the "TESc_con.lua" and owns the CP right at gamestart.
Save the map changes and close ZeroEditor.
4. Go into data_TES\_BUILD and munge the map with "Modtools VisualMunge".
Once done run SWBF2 and play your new map at Conquest era.
At this point you should have the ATST on your map, but you will notice that it won't have any sounds.
Ok, after you enjoyed the map, exit the game.
5. Now we will create the missing sound files.
Go into data_TES\Sound\worlds directory and select the "test" folder
copy and paste it in the same location
select the "copy of test" folder and rename it to "tes"
Go into this folder and rename "test.req" to "tes.req"
rename "testcw.req" to "tescw.req"
and lastly rename "testcw.sfx" to "tescw.sfx"
Your files should look like this:*the file extensions are hidden in this image*
6. Now open "tes.req" and add "tescw" under "lvl" like this:Save and close it.
7. Open "tescw.req" and add "tescw" under "align=2048", then add "imp_walk_atst" under "config" like this:Save and close it.
8. Open "tescw.sfx" and we will add the walker stomps and the gun sounds:
It should look like this:
Save and close it.
9. *You can skip this step if you have the Fixed and improved munge files installed*
Go into data_TES\_BUILD\Sound directory.
In this folder you'll find a munge.bat file
Replace it with the munge.bat you can download HERE
or just copy this code and overwrite the contents of the original munge.bat and save it
(You can use this new munge.bat file for every map you need sounds for)
10. *You can skip this step if you have the Fixed and improved munge files installed*
In your data_TES folder edit the soundmunge.bat in a code editor like Notepad++ and overwrite the contents with this:
Read the comments on lines 4 and 34 for further instruction.
Save and close the soundmunge.bat
11.
data_TES\_LVL_PC\SOUND
and
Star Wars Battlefront II\GameData\Addon\TES\data\_LVL_PC\SOUND
12. Go and play your map. Your ATST will now have all the sounds we added in this Tutorial.
Done!
Original tutorial
This is an easy doing walkthrough about adding missing sounds to your map.
I recommend to follow every step in this tutorial and create this test map before you go on adding sounds to your own map!
So what will we do here?
We create a basic map and add an ATST to the Clone Wars era. Then we will add the missing walker stomp and gun sounds.
IMPORTANT: Don´t add the ("") quotation marks except in the sound Req and lua files!
1. Create a new map and name it "TES" and "testmap" for the full map name. Give the map a short description and select Conquest only under Game Modes. Press Create World.
2. Go into data_TES/Common/scripts/TES and open the "TESc_con.lua" file.
Now add:
Code: Select all
ReadDataFile("dc:sound\\tes.lvl;tescw")below the default sound entry. This will call your custom sounds we need for for the ATST
Next add:
Code: Select all
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")So now your LUA should look like this:
Hidden/Spoiler:
Code: Select all
AddWalkerType(1, 1) -- 1x2 (1 pair of legs)3. Go into data_TES run ZeroEditor and load "TES.wld"
Change the layer to "conquest"
zoom in to your "cp1" Controlzone and place a com_item_vehicle_spawn next to it.
Select the Vehicle spawn. On the right side of the screen you'll find Object Instance.
under Controlzone type "cp1" and under ClassRepATK type "imp_walk_atst".
This will load the ATST right at the beginning of the game because the REPS are set as Attacker
by default in the "TESc_con.lua" and owns the CP right at gamestart.
Hidden/Spoiler:
4. Go into data_TES\_BUILD and munge the map with "Modtools VisualMunge".
Once done run SWBF2 and play your new map at Conquest era.
At this point you should have the ATST on your map, but you will notice that it won't have any sounds.
Ok, after you enjoyed the map, exit the game.
5. Now we will create the missing sound files.
Go into data_TES\Sound\worlds directory and select the "test" folder
copy and paste it in the same location
select the "copy of test" folder and rename it to "tes"
Go into this folder and rename "test.req" to "tes.req"
rename "testcw.req" to "tescw.req"
and lastly rename "testcw.sfx" to "tescw.sfx"
Your files should look like this:
Hidden/Spoiler:
6. Now open "tes.req" and add "tescw" under "lvl" like this:
Hidden/Spoiler:
7. Open "tescw.req" and add "tescw" under "align=2048", then add "imp_walk_atst" under "config" like this:
Hidden/Spoiler:
8. Open "tescw.sfx" and we will add the walker stomps and the gun sounds:
Hidden/Spoiler:
Hidden/Spoiler:
9. *You can skip this step if you have the Fixed and improved munge files installed*
Go into data_TES\_BUILD\Sound directory.
In this folder you'll find a munge.bat file
Replace it with the munge.bat you can download HERE
or just copy this code and overwrite the contents of the original munge.bat and save it
Hidden/Spoiler:
10. *You can skip this step if you have the Fixed and improved munge files installed*
In your data_TES folder edit the soundmunge.bat in a code editor like Notepad++ and overwrite the contents with this:
Hidden/Spoiler:
Save and close the soundmunge.bat
11.
- Go into data_TES\_BUILD
- Launch "Modtools VisualMunge.exe"
- Press "Unselect All"
- Tick "Sound Only"
- Click "Munge"
data_TES\_LVL_PC\SOUND
and
Star Wars Battlefront II\GameData\Addon\TES\data\_LVL_PC\SOUND
12. Go and play your map. Your ATST will now have all the sounds we added in this Tutorial.
Done!
Original tutorial
Hidden/Spoiler: