Ill make this to the point and clear.
I have a module for downloading, but it has come to my attention that people will also need the tracks. So just like i made a zip file for the module to be downloaded.
What are the steps in making a folder for the music to be downloaded by others
so when they play the game they can hear the music as well?
Music hak-
Débuté par
Omega27
, févr. 08 2011 12:22
#1
Posté 08 février 2011 - 12:22
#2
Posté 08 février 2011 - 03:15
I am assuming you have the ambientmusic.2da written and placed in a hak for them to download?
Your music tracks are in .bmu format? (has to be mono, 144khz I belive, someone will correct me)
If both of the above true, they simply need to download the tracks and extract them into their /NWN/music directory.
Your music tracks are in .bmu format? (has to be mono, 144khz I belive, someone will correct me)
If both of the above true, they simply need to download the tracks and extract them into their /NWN/music directory.
Modifié par Calvinthesneak, 08 février 2011 - 03:16 .
#3
Posté 08 février 2011 - 06:35
Thank you i believe i understand it if i have run into a dead end ill come back.
#4
Posté 09 février 2011 - 11:16
Note - Although Hak's are easier to distribute, they do limit player bases.
eg - A player MUST have that hak to get into your server.
However, BMU's are an optional component of Modules.
eg - Players can enter your server, if they have the BMU, they will hear the music, if not, they wont.
To make the music optional, you would only need to advise the players that the BMU's need to be put into the music folder as (bmu's) and the AmbientMusic.2da in the Override folder.
This way, you can get lots of players joining the server, and just have a sign post advising them on what they need to do, to get the music playing.
eg - A player MUST have that hak to get into your server.
However, BMU's are an optional component of Modules.
eg - Players can enter your server, if they have the BMU, they will hear the music, if not, they wont.
To make the music optional, you would only need to advise the players that the BMU's need to be put into the music folder as (bmu's) and the AmbientMusic.2da in the Override folder.
This way, you can get lots of players joining the server, and just have a sign post advising them on what they need to do, to get the music playing.
#5
Posté 09 février 2011 - 06:19
Well im trying to make a zip file with the music but it wont load on the Vault nor this site..
so im having an issue getting the music out there
so im having an issue getting the music out there
#6
Posté 09 février 2011 - 09:13
Omega27 wrote...
Well im trying to make a zip file with the music but it wont load on the Vault nor this site..
so im having an issue getting the music out there
Send a PM to BeyondThePale at vaultnetwork.com and he will give you FTP site access to upload files larger than 50 meg in size. Do note that they will pay attention to copyright issues on music files though, so if these files you mention are direct copies of licensed music, they might still reject the upload.
#7
Posté 10 février 2011 - 02:17
As a note, you won't get much compression ratio on a BMU since they are essentially a specialized MP3 format. Still nice to have the source files in one repository.
#8
Posté 10 février 2011 - 02:19
Another option would be to upload the zip to any number of free online storage sites and then just post the link to your players, or where ever.
Karvon
Karvon
#9
Posté 10 février 2011 - 05:40
@ Bannor: thank you i will visit the site
@Karvon: Can you suggest one for me?
@Karvon: Can you suggest one for me?
#10
Posté 10 février 2011 - 10:28
@ Everyone
I created my own Resource Downloader application for my PW, which has ffmpeg embedded in it.(an open source media converter)
It downloads an xml from my website,
xml contains a list of files, md5 hash, and file size of each file etc
xml checks the client computer/nwn directory for these files,
Application downloads files missing, or that dont match the xml specs.
It downloads
2da files,
bmu files
mp3 files (converts these to wav - for playback in nwn - when it is an mp3, it is about 900kb for 1 minute of audio, when it is wav, it is about 3mb - this reduces bandwidth)
Being strictly honest, I think the app could be changed to download mp3's and then convert them to BMU to further increase the bandwidth savings.
I've been tempted to release a public version of this app, but just havent had the chance.
Currently it is hardcoded to work for my PW only.
I created my own Resource Downloader application for my PW, which has ffmpeg embedded in it.(an open source media converter)
It downloads an xml from my website,
xml contains a list of files, md5 hash, and file size of each file etc
xml checks the client computer/nwn directory for these files,
Application downloads files missing, or that dont match the xml specs.
It downloads
2da files,
bmu files
mp3 files (converts these to wav - for playback in nwn - when it is an mp3, it is about 900kb for 1 minute of audio, when it is wav, it is about 3mb - this reduces bandwidth)
Being strictly honest, I think the app could be changed to download mp3's and then convert them to BMU to further increase the bandwidth savings.
I've been tempted to release a public version of this app, but just havent had the chance.
Currently it is hardcoded to work for my PW only.
#11
Posté 10 février 2011 - 12:10
I've used the following in the past.
www.myotherdrive.com
and
explore.live.com/windows-live-skydrive
I'm sure if you google, you can find others.
Karvon
www.myotherdrive.com
and
explore.live.com/windows-live-skydrive
I'm sure if you google, you can find others.
Karvon
#12
Posté 10 février 2011 - 12:12
dup deleted
Modifié par Karvon, 10 février 2011 - 12:12 .
#13
Posté 10 février 2011 - 12:31
Thanks Karvon
#14
Posté 11 février 2011 - 01:07
I don't think there's much difference in size between BMU and MP3 is there? BMU is more or less a specialized form of MP3.





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