Missing Vehicle Sounds

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Missing Vehicle Sounds

Post by SBF_Dann_Boeing »

Ok, I've been meaning to solve this problem for a while, but never got around to it. A lot of my vehicles are missing sounds. I looked in the all you need thread at the post that Rends made, and didn't really understand what he was talking about, and I can't find any specific tutorial on how to fix it on Psych0fred's site. I found something that Psych0fred made but the DL doesn't work anymore.

I'm sure someone here knows how to fix this, so enlighten me.
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Re: Missing Vehicle Sounds

Post by Penguin »

Rends can enlighten you, go and reread his tutorial. http://www.gametoast.com/forums/viewtopic.php?t=4750
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Re: Missing Vehicle Sounds

Post by SBF_Dann_Boeing »

oh, so i do have to set up a custom.lvl for it to work...hmmm...
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Re: Missing Vehicle Sounds

Post by SBF_Dann_Boeing »

bah...i followed the tutorial...but now my map crashes. Nothin in error log.
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Re: Missing Vehicle Sounds

Post by Syth »

Thats weird, sounds shouldn't crash the map.
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Re: Missing Vehicle Sounds

Post by SBF_Dann_Boeing »

actually i think it's something else crashing my map...but the sounds still dont work.
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Re: Missing Vehicle Sounds

Post by Redline »

Ok , i try to help you.
I tell you now how i put missing sounds into a map.
It,s pretty easy and working.

Here.

Make a new sound folder with your !!!world-name!!!

So now you make a abc.req with these contens
(as exsample)

ucft
{
REQN
{
"str"
"align=2048"

}
REQN
{
"lvl"
"abccw"
}
}

Next you make a abccw.req
with these contens

ucft
{
REQN
{
"bnk"
"align=2048"
"abccw" "here is the way to the req (for the missing sounds)"

}

REQN
{
"config"
"rep_walk_atte" "what ever for a vehicle come here in"


}
}

At the end you make a abccw.req
with these contens (to exsample)

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

// AT Walker Engine ATAT ATST ATTE
#ifplatform ps2
//..\..\global\effects\eP2_walker_hi_lp.wav eng_walker_hi_lp -resample ps2 20000
//..\..\global\effects\eP2_walker_low_lp.wav eng_walker_low_lp -resample ps2 3000
//..\..\global\effects\eP2_walker_mid_lp.wav eng_walker_mid_lp -resample ps2 12000
//..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample ps2 16000
//..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample ps2 16000
//..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample ps2 16000
//..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample ps2 16000
//..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample ps2 16000
//..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample ps2 16000
#endifplatform
#ifplatform xbox pc
//..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 16000
//..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 11025
//..\..\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
#endifplatform xbox pc

// AT Walker footsteps PS2 ATTE ATAT ATST
#ifplatform ps2
..\..\global\effects\fs_walker_ps201.wav atst_step01 -resample ps2 16000
..\..\global\effects\fs_walker_ps202.wav atst_step02 -resample ps2 16000
..\..\global\effects\fs_walker_ps203.wav atst_step03 -resample ps2 16000
..\..\global\effects\fs_walker_ps204.wav atst_step04 -alias ps2 atst_step03
..\..\global\effects\fs_walker_ps205.wav atst_step05 -alias ps2 atst_step01
..\..\global\effects\fs_walker_ps206.wav atst_step06 -alias ps2 atst_step02
#endifplatform ps2

// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
#ifplatform xbox pc
..\..\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
#endifplatform xbox pc

// ATTE Weapons -----------------------------------------------------------------------------------
..\..\cw\effects\shipGun2a-01.wav vehicle_chaingun_fire -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav -resample xbox 16000 pc 44100
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wpn_ATTE_trtBlaster_fire.wav wpn_ATTE_trtBlaster_fire -resample ps2 12000
..\..\cw\effects\wpn_ATTE_frontBlaster_fire.wav wpn_ATTE_frontBlaster_fire -resample ps2 18000
#endifplatform ps2
//-----------------------------------------------------------------------------------------------


So now is your sound folder ready.
At the end you open your soundmunge data

so it must looks so and this you put under the chat: sound\worlds\abc\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound abc


@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\abc\%MUNGE_DIR% sound\worlds\abc sound\worlds\abc\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound abc


@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit

and now ? you save it!

Next you download this
http://people.freenet.de/Santarossa/ren ... ngebat.zip and put it into the folder C:\BF2_ModTools\data_abc\_BUILD\Sound (overwrite)

So the last thing you have to do is munge ( Sound ,audiostreams )
Now all clean and munge all again.

uh... and don,t forget to munge common with this in the lua

Exsample:

ReadDataFile("dc:sound\\abc.lvl;abccw")
ReadDataFile("sound\\kam.lvl;kam1cw")
ReadDataFile("SIDE\\rep.lvl",
"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_anakin",
"rep_fly_anakinstarfighter_sc",
"rep_walk_atte",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


And now you put you Sound folder from C:\BF2_ModTools\data_ABC\_LVL_PC into -->

C:\Programme\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC

So all done and it WORKING!^^
And sorry then my english is so bad, but this must help you !Enjoy!!! :cpu:
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Re: Missing Vehicle Sounds

Post by SBF_Dann_Boeing »

well yes. this is basically what was said in Penguin's tutorial. And i got that. But the problem is now is that CW just started crashing randomly again when i tried to do this....which rather pisses me off.
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Re: Missing Vehicle Sounds

Post by [SBF]ATATFIGHTR »

hmmm..... This thread should come in handy, I have always wondered how to get the ATTE sounds back into the game. :D
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