How can I get new music into an area?
#1
Posté 15 février 2010 - 11:28
#2
Posté 24 février 2010 - 05:51
I can select the files, if I put them in Addins-module-override, only as soundobjekt, not as music. And if I try to make my module "builder to player", it announces this files as "invalid".
How can I get new music in my module?
#3
Posté 17 mars 2010 - 11:19
In addition I have adjusted a GDA. In org. 2da Erf there was a GDA: music_projects.gda with one entry, "music" which did not tell me anything at that point. But the original file of the pieces of music was named musik.fev, I put another entry into the GDA, id 100 Projekt music_ffg_project. The GDA into the override and then all the entries were there to chose at the presets...
That is the status quo - but there is no sound in game!
My question is: Where is the mistake, did I forget something important? It would be very kind if you could help me with this.
#4
Posté 17 mars 2010 - 01:00
mihlena wrote...
Meanwhile I have no more problem to produce sound objects with own music. However, I want to be able to select the new music in the Music Preset of the area.
In addition I have adjusted a GDA. In org. 2da Erf there was a GDA: music_projects.gda with one entry, "music" which did not tell me anything at that point. But the original file of the pieces of music was named musik.fev, I put another entry into the GDA, id 100 Projekt music_ffg_project. The GDA into the override and then all the entries were there to chose at the presets...
That is the status quo - but there is no sound in game!
My question is: Where is the mistake, did I forget something important? It would be very kind if you could help me with this.
Now you're on to something! I too tried to manipulate that music 2DA to no avail. I'll try it again, as it seems it works. As for hearing the music, did you lay down music volume objects? That's what initially tripped me up when even trying to listen to default music from the presets.
#5
Posté 17 mars 2010 - 10:21
I can place a soundobject with my music, which plays the music ingame, and I can select my music in the musicpreset and place the music-volume, but with this there is no sound in game
#6
Posté 23 mars 2010 - 10:53
#7
Posté 23 mars 2010 - 01:27
Here the way I try it:
I make a projekt with FFMOD, a folder named testffgfolder., which contains 3 musics:

In Toolset I have now my folder with the playing soundobjects :

I make a GDA for music:

but in music-presets I can only choose the complete folder, an have no sound in game:
Modifié par mihlena, 23 mars 2010 - 02:50 .
#8
Posté 28 mars 2010 - 10:42
I think, I will go back to NWN2, because with this bad support the DA-toolset has no future.
Modifié par mihlena, 28 mars 2010 - 10:53 .
#9
Posté 28 mars 2010 - 12:27
because we would need a bit help from
developer Bioware ..... please!
Modifié par cyberbyte, 31 mars 2010 - 10:17 .
#10
Posté 31 mars 2010 - 10:18
#11
Posté 07 avril 2010 - 12:59
#12
Posté 09 avril 2010 - 05:45
#13
Posté 13 avril 2010 - 02:27
#14
Posté 14 avril 2010 - 05:44
Unfortunately, Bioware has a very poor support. The anything but that's what they had promised for the Dragon Age modding community.
even the information we have so far received by mail are not traceable.
br Silk
Modifié par cyberbyte, 14 avril 2010 - 05:46 .
#15
Posté 14 avril 2010 - 06:23
1."Copy the parameter from existing events VERBATIM (this parameter is what is set by the music triggers in the editor and in game)" ....
2.Place your sound definitions in the right place - covering "1" and 2" is usually a good place to start,
What exactly one should do there, is puzzling to us.
Edit: Hehe, cyberbyte did it
Modifié par mihlena, 15 avril 2010 - 11:53 .





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