Dagovax
Legionary
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posted
03 January 2017 07:42
EDT (US)
3 / 6
Okay Terikel, I finally found some time to explain how I fixed (most of) it. This guide will show you how to add (new) sounds to the scorpion cart. NOTE: This guide is made with my own files for my mod, Holland: Total War. Don't add these code to your data, because the game will crash then. Also backup all the files before making changes, so you can throw them back when the game crashes.
Step 1: Creating the (new) sounds I had a lot of trouble while creating the sounds. As you all might know, the supported soundextension for effects is .wav only. However, when I tried to play my .wav files, they didn't play; sometimes the game even crashed. I found this solution: You need to convert your files to a .wav format with this codec: Microsoft PCM Format.. Also, the advanced options need to be: 22050 Hz, 16 Bits, Mono.. After all that, place the soundfiles in the soundfolder or wherever you want them to be.
Step 2: descr_sounds_units_march.txt This file contains the basic information about the sound played when marching. Open that file, and search for "chariots". You will see a list of information; something like this:
~~~;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;; CHARIOTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
DEFAULT: 3d mindist 7 minPitch .9 maxPitch 1.1 priority 70 fadein 1 fadeout 2 Volume -5 probability 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;; GRASS and others ;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
type barb british general briton, barb chariot light briton, barb chariot heavy briton, barb chariot heavy slave, ;etc... season summer, autumn, spring, winter terrain grass_short, grass_long, rock, forest_dense, scrub_dense, mud_road, mud, swamp, sand, stone_road, dirt
event lod 2 folder data/sounds/SFX/Group/Chariot/Grass char_group_walk_small_grass end
event lod 4 folder data/sounds/SFX/Group/Chariot/Grass char_group_walk_med_grass end event lod 8 folder data/sounds/SFX/Group/Chariot/Grass char_group_walk_large_grass end ~~~
Just copy this in your own file and paste it below the original. Change the name of the type you want (look for it in export_descr_unit), change the folder path if you need to, and change the sound name below the folder path. After doing this for all lods (lod 2 is almost a single unit, lod 8 is a large group), you might have something like this:
~~~;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;; CHARIOTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
DEFAULT: 3d mindist 7 minPitch .9 maxPitch 1.1 priority 70 fadein 1 fadeout 2 Volume -5 probability 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;; GRASS and others ;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
type cheat oliphants season summer, autumn, spring, winter terrain grass_short, grass_long, rock, forest_dense, scrub_dense, mud_road, mud, swamp, sand, stone_road, wood, dirt
event lod 2 volume 30 folder holland/data/sounds/anims tiger_moving_1 end
event lod 4 volume 30 folder holland/data/sounds/anims tiger_moving_1 end event lod 8 volume 30 folder holland/data/sounds/anims tiger_moving_1 end ~~~
This is the code I have for Holland: Total War (Tiger I Unit) Do the same for the other terrain types. Now you should hear your new sound when your unit type is moving/marching.
Step 3: descr_sounds_engine.txt
This is file is the file that tells the game what sounds to play for the engines. There is one exception as you can see at the top of the file: chariot (special case) it tells. Hit Ctr+F and search for 'class chariot'. You will see something like this:
~~~;;;;;;;;;;;;;;;;;;; ;;;; CHARIOT ;;;;; ;;;;;;;;;;;;;;;;;;;
class chariot season spring, summer, autumn terrain grass_short, grass_long, forest_dense, scrub_dense, rock, swamp, mud, mud_road, sand, stone_road, wood event lod 1 volume 0 mindist 2 folder data/sounds/SFX/Individual/Footsteps/Chariots/Grass Chariot_FS_Walk_Blade_01b Chariot_FS_Walk_Blade_02b end
terrain water event lod 1 volume 0 mindist 2 folder data/sounds/SFX/Individual/Footsteps/Chariots/Water Chariot_Walk_Water_01 Chariot_Walk_Water_02 Chariot_Walk_Water_03 end
;;;; ICE ;;;; season winter climates temperate_grassland_fertile, temperate_grassland_infertile, temperate_forest_open, temperate_forest_deep, highland, alpine, sub_arctic terrain ice event lod 1 mindist 2 folder data/sounds/SFX/Individual/Footsteps/Chariots/Grass Chariot_FS_Walk_Blade_01b Chariot_FS_Walk_Blade_02b end
;;;; SNOW ;;;; season winter climates temperate_grassland_fertile, temperate_grassland_infertile, temperate_forest_open, temperate_forest_deep, highland, alpine, sub_arctic terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock event lod 1 volume 0 mindist 2 folder data/sounds/SFX/Individual/Footsteps/Chariots/Snow Chariot_Walk_Snow_01 Chariot_Walk_Snow_02 Chariot_Walk_Snow_03 end ~~~
I don't know if it worked, but try the following: copy all the text in your own file, and past it below the original one. Then change the word 'class' to 'type', and add the type of unit after it (also the same as in export_descr_unit.txt)
Then change the folders again (when needed), and the sound filenames. If you did all of that, you will have something like this below the original:
~~~;;;;;;;;;;;;;;;;;;; ;;;; TIGER I ;;;;; ;;;;;;;;;;;;;;;;;;;
[b]type[/b] cheat oliphants, tanks season spring, summer, autumn terrain grass_short, grass_long, forest_dense, scrub_dense, rock, swamp, mud, mud_road, sand, stone_road, wood event lod 1 volume 0 mindist 2 folder holland/data/sounds/anims tiger_moving_1 end
terrain water event lod 1 volume 0 mindist 2 folder holland/data/sounds/anims tiger_moving_2 end
;;;; ICE ;;;; season winter climates temperate_grassland_fertile, temperate_grassland_infertile, temperate_forest_open, temperate_forest_deep, highland, alpine, sub_arctic terrain ice event lod 1 mindist 2 folder holland/data/sounds/anims tiger_moving_1 end
;;;; SNOW ;;;; season winter climates temperate_grassland_fertile, temperate_grassland_infertile, temperate_forest_open, temperate_forest_deep, highland, alpine, sub_arctic terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock event lod 1 volume 0 mindist 2 folder holland/data/sounds/anims tiger_moving_2 end ~~~
NOTE THE WORD 'type' INSTEAD OF CLASS! everything after this sign: ';' is just a comment. So you can change everything after ';' like you want it to be. Again, this is just an example of my own descr_sound_engine.txt file!
Step 4: descr_sound_weapons.txt This file tells the game what sound to play when a weapon hit something. I used this to add the Tiger I shell sound when flying in the air and landing. Hit Ctr+F again and search for 'Ballista', until you see something like this:
~~~;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;; BALLISTA ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
unit roman repeating ballista:sec, roman ballista:sec, east ballista:sec, barb ballista dacian:sec, greek ballista:sec, tank:sec, cheat oliphants:sec, tank pri, cheat oliphants pri fly event volume 0 mindist 4 priority 100 distancepriority 0 minpitch 0.7 maxpitch 1.1 fadein .25 fadeout .5 probability 1 folder holland/data/sounds/anims shell_whine end
flaming fly event volume 0 mindist 4 priority 100 distancepriority 0 minpitch 0.7 maxpitch 1.2 fadein .25 fadeout .5 probability 1 folder holland/data/sounds/anims shell_whine end
;;;;;;;;;;;;;;;;;;;;;
hit building event mindist 5 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_building_hit end
flaming hit building event mindist 5 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_building_hit end
;;;;;;;;;;;;;;;;;;;;
hit flesh, leather event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_1 shell_explode_2 shell_explode_3 shell_explode_4 shell_explode_5 shell_explode_6 end
flaming hit flesh, leather event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_1 shell_explode_2 shell_explode_3 shell_explode_4 shell_explode_5 shell_explode_6 end
;;;;;;;;;;;;;;;;;;;;
death_hit flesh event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_1 shell_explode_2 shell_explode_3 shell_explode_4 shell_explode_5 shell_explode_6
end
flaming death_hit flesh event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_1 shell_explode_2 shell_explode_3 shell_explode_4 shell_explode_5 shell_explode_6 end
;;;;;;;;;;;;;;;;;;;;;;;
flaming hit wood event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Wood Cat_Rock_Hit_Wood_01 Cat_Rock_Hit_Wood_02 Cat_Rock_Hit_Wood_03 Cat_Rock_Hit_Wood_04 Cat_Rock_Hit_Wood_05 end
hit wood event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Wood Cat_Rock_Hit_Wood_01 Cat_Rock_Hit_Wood_02 Cat_Rock_Hit_Wood_03 Cat_Rock_Hit_Wood_04 Cat_Rock_Hit_Wood_05 end
;;;;;;;;;;;;;;;;;;;;;;;;;
hit metal event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Breastplate Cat_Rock_Hit_Breastplate_01 Cat_Rock_Hit_Breastplate_02
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Chainmail Cat_Rock_Hit_Chainmail_01 Cat_Rock_Hit_Chainmail_02 end
flaming hit metal event mindist 5 priority 200 distancepriority 0 volume 0 probability 1 randomdelay 0 folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Breastplate Cat_Rock_Hit_Breastplate_01 Cat_Rock_Hit_Breastplate_02
folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Chainmail Cat_Rock_Hit_Chainmail_01 Cat_Rock_Hit_Chainmail_02 end
;;;;;;;;;;;;;;;;;;;;;;;
hit ground water event mindist 5 priority 200 distancepriority 0 volume -15 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_water_1 end
;;;;;;;;;;;;;;;;;;;;;;;
hit ground event mindist 5 priority 200 distancepriority 0 volume -20 rndvolume -20 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_1 shell_explode_2 shell_explode_3 shell_explode_4 shell_explode_5 shell_explode_6
end
flaming hit ground event mindist 5 priority 200 distancepriority 0 volume -20 rndvolume -20 probability 1 randomdelay 0 folder holland/data/sounds/anims shell_explode_1 shell_explode_2 shell_explode_3 shell_explode_4 shell_explode_5 shell_explode_6
end ~~~
This is a large ammount of information. To change it, copy this all along until you see a new class 'scorpion' Paste it below the original text again. Now change the 'unit' type at the upper part of the coppied code. Don't copy this version above, because it is allready changed by me with my own soundfiles.
You might have noticed that I added some unit myself ("tank:sec, cheat oliphants:sec, tank pri, cheat oliphants pri"). This is because in my mod, I don't have that units of other ballista's in my mod (like roman ballista, greek ballista etc.) So I did not copy the entire code, but I changed it. I do not recommend it if you have the normal Rome version, because your original ballista's will have different sounds then.
Change the copied code as you want it (don't forget to remove the upper units, as the code above your new one already mentioned that units). Change the folder paths when needed, and add your own sound files below it. Now your unit will make this sounds in-game.
Questions/problems? Comment below
Dagovax ~ creator of Holland: Total War
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