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  1. #11
    Lieutenant Bibber's Avatar
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    Feb 2011
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    Quote Originally Posted by Zocom7 View Post
    Okay, I have been trying to add in new custom sounds to my new units (which worked successfully into KW), but I don't find this joyfully useful and it's a pain. I had to use sound asset files (and the original wav sounds) in order to work using C&C Asset Extractor to extract the sound files from my BMRT and STZOCOM mods (the split portion mods of KW Reloaded). All the coding paths are correct but the paths in each of the sound asset files had to be re-modified use to the path usage. It's quite odd on how Bibber did get the Mirage Tank sounds correctly in-game. Unfortunately, after a successful compilation, when I load my test mod, an error message popped out saying "Did you remember to build data?" and the mod exited.

    For WrathEd 2.0, if custom sounds are to be implemented, sound asset files should NOT be used when compiling a mod and instead must use original sound wav files.
    In this re-upload of WrathEd 1.05 I did some changes to the batch files and added some stuff like AudioEvent, MusicTrack, Multisound etc. to the schema files so it can be compiled now. AudioFile is still not implemented and ignored by the compiler. That's why I used asset files in the SampleMod.
    Also you don't need to change any paths in the asset files. They doesn't matter at all.
    Regarding the game crash: KW AudioFiles have a different type hash than TW AudioFiles. Using TW asset files results in a game crash. I changed these hashes manually for the SampleMod.
    Last edited by Bibber; 06-08-2012 at 04:53 PM.

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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.