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Adding sounds
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CabalsLegion
Civilian


Joined: 18 Nov 2008

PostPosted: Sat Nov 29, 2008 1:07 pm    Post subject:  Adding sounds
Subject description: Replaacing eva sounds
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So i want to test some sounds by replacing the nods eva with my own

i have my sounds in .wav format

where do i place them in the sdk, what do i edit, what do i write in the mod.xml

bsically i need a step by step
---
any help is appreciated

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Nov 29, 2008 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

good luck, you can't change the eva with the default SDK since the eva.ini ignores the mod stream... I think Asuka- from www.thundermods.net managed to get it working with a workaround...

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CabalsLegion
Civilian


Joined: 18 Nov 2008

PostPosted: Sat Nov 29, 2008 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah thats in german that doesn't help :S

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Nov 29, 2008 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Google translator may not do miracles, but it helps Wink.

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CabalsLegion
Civilian


Joined: 18 Nov 2008

PostPosted: Sat Nov 29, 2008 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah that was the opposite of a miracle, i gues i'll have to push this way back on my od to do list

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun Nov 30, 2008 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

CabalsLegion wrote:
Yeah thats in german that doesn't help :S


Get Steph to translate.

He was my interpreter during the days of pre-English TWA 1.5

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Tue Dec 02, 2008 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have to load these sounds at the same level as the global stream.
To do that put them to data\additionalmaps\mapmetadata_*.xml (e.g. mapmetadata_mod.xml) and compile this one.

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Korona
Guest




PostPosted: Fri Feb 06, 2009 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you give some more details?

What specifically is allowing the audio to be placed on the right level? Just the right directory structure? or do the defines need to be set up in any special way? The .wav files go in the Audio folder as normal? Any sub folder is ok?

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Wed Feb 18, 2009 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

It depends on the stream name whether it is loaded "as global" or not.

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Korona
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PostPosted: Wed Feb 18, 2009 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks man! It all works, that was really awesome. For any poor saps who come after me and are still confused at this point I will just list out what Bibber told me:

The key is to add the following line to the buildmod.bat using a text editor

find the line:

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /ls:true /gui:false /UsePrecompiled:true /vf:true /bcn:LowLOD /bps:"%cd%\BuiltMods\mods\%1\data\mod.manifest"



then make a new line beneath it and add this:


tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\additionalmaps\mapmetadata_*.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /ls:true /gui:false /UsePrecompiled:true /vf:true


Note the " mapmetadata_*.xml " This is the name of the xml file you use to define the sounds with.

The xml file itself just uses the same format as any other audio file defines and it doesn't need to be listed in the mod.xml

Make sure the path is correct, the "additionalmaps" folder is created inside the root data folder where all your other xmls go.

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