So I've gotten a pretty good character generation screen going with a custom area and custom background. Is there a way to change the music as well? Am I missing something obvious?
Change chargen music?
Débuté par
Fen Tabris
, juin 09 2010 04:28
#1
Posté 09 juin 2010 - 04:28
#2
Posté 11 juin 2010 - 05:37
I am trying to do the same thing. Awaiting reply on the General Toolset Forum for Bioware to release the FDP's for game. Hopefully this will solve the problems. The chargen sounds are called in the music.fev which references several .fsb files... if we had the FMOD project files for that... we could see how it was accomplished and make changes smoothly. I believe the FDP's are the key to this... so if you could watch that post too, you might get what you need.
http://social.biowar...8/index/2842442
http://social.biowar...8/index/2842442
Modifié par Cuvieronius, 11 juin 2010 - 05:38 .
#3
Posté 11 juin 2010 - 11:11
the music (as far as cuv and i have been able to find) is reliant entirely upon a single fev that is not humanly editable. the fevs are constructed from fdp designer files which we don't have. With the right FDP file, its a simple matter of changing a field or two and recompiling the fev. get your music file bundled into a FSB (only moderately taxing), and you're away.
Without the FDP, we'd need to figure out how to hex edit the fev or something like that. I have no idea how to do that, but I imagine itd be messy indeed.
Bioware have been happy to release level, morph, vfxproj, matproj and other similar files with enough community interest. So be sure to bump the request for the FDPs thread!
http://social.biowar...8/index/2842442
Without the FDP, we'd need to figure out how to hex edit the fev or something like that. I have no idea how to do that, but I imagine itd be messy indeed.
Bioware have been happy to release level, morph, vfxproj, matproj and other similar files with enough community interest. So be sure to bump the request for the FDPs thread!
http://social.biowar...8/index/2842442
#4
Posté 01 juillet 2010 - 07:35
So now that Bioware has been kind enough to release the fmod files, any progress on this?
#5
Posté 04 juillet 2010 - 03:51
No progress yet. I can rebuild the music fdp just fine... but it crashes the game. Even tried just re-building the existing fev and fsb's, but they are not the same as the shipped versions and crash. It's not just a simple file replacement, there is something more going on. Probably something terribly simple I am missing.
#6
Posté 04 juillet 2010 - 10:01
ok, thanks for the update. I've got this on my "to try after I get all my levels built, get the basic gameplay working, and actually write some music" list. It's a long list.
#7
Posté 17 septembre 2010 - 12:42
[Solved]
I figured this out and wrote a tutorial. It works. It will override the game music or chargen or combat. As much or as little as you need and you can pretty much do whatever you want with the sounds now.
http://bg2redux.stud...usic and Sounds
I figured this out and wrote a tutorial. It works. It will override the game music or chargen or combat. As much or as little as you need and you can pretty much do whatever you want with the sounds now.
http://bg2redux.stud...usic and Sounds
#8
Posté 18 septembre 2010 - 10:56
big thx for this
#9
Posté 19 septembre 2010 - 12:52
Cuvieronius wrote...
[Solved]
I figured this out and wrote a tutorial. It works. It will override the game music or chargen or combat. As much or as little as you need and you can pretty much do whatever you want with the sounds now.
http://bg2redux.stud...usic and Sounds
Nice work!
#10
Posté 19 septembre 2010 - 01:20
I only had a quick look through this (music is still a bit away), but this looks like fantastic work! Being able to add in custom music to mods will be a huge bonus for all modders.
#11
Posté 20 septembre 2010 - 03:52
So, I just finished the tutorial, and was able to get the music in. I didn't do anything fancy, I just created a new event object with a custom "main" track, and made sure it played in the respective area in my mod.
Tomorrow when I have more time, I'll see about how to make it so no battle music plays during combat (remove combat event from the master event object?), and how to change music via scripting. I know I'll be using the function, PlayMusic, and I think it just takes a path to the particular piece of music, but I guess I'll find out tomorrow.
Anyway, I'm rambling. Thanks for this tutorial. No more utilizing sound effects for music anymore!
Tomorrow when I have more time, I'll see about how to make it so no battle music plays during combat (remove combat event from the master event object?), and how to change music via scripting. I know I'll be using the function, PlayMusic, and I think it just takes a path to the particular piece of music, but I guess I'll find out tomorrow.
Anyway, I'm rambling. Thanks for this tutorial. No more utilizing sound effects for music anymore!
Modifié par Challseus, 20 septembre 2010 - 03:55 .
#12
Posté 20 septembre 2010 - 06:36
Really glad it worked for you! I haven't tried getting rid of any events yet or script music changes, but please post if you find out how that can be done smoothly.





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