Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Proper Fire Arrow… Creating an asset.… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
|||||||||||||||||||||||||||||||||||
Register and log in to move these advertisements down Adding new music into the gameTutorial for BFME, BFME 2, ROTWK
This page: Music track adding/replacement. Next page: Multisounds (BFME2/RotWK) Looking around the site recently I noticed no tutorial existed for adding a new music track to the game. Having done this (it's really quite simple) I decided to write this up into a tutorial. For this tutorial you will need: -A basic understanding of FinalBIG and INI files. -FinalBIG so you can extract the INI files (Specifically music.ini). -A music track in MP3 format that you wish to add to your mod. Adding your own music into the game isn't actually very hard. First you need to extract your INI.big file if you haven't already. I won't go into detail about how to do that here. Once you have your mod folder set up (if it's a new mod it will consist of \data\ini\ and all subfolders) you need to create the folder for the music. Create a folder in data called audio. Inside that folder create a new folder called tracks. Move your MP3 into data\audio\tracks. Make sure the filename does not have spaces. There is no need to compile an asset.dat for the music. Then open data\ini\music.ini with a text editor. You should see code similar to:
I'll run through that line by line: MusicTrack Shell: The name of the MusicTrack. Filename = ActionEdit03.mp3: The MP3 file to play (either in data\audio\tracks or Music.big) Volume = 55: The volume of the track. To change a preexisting music track simply replace the filename with your MP3 file. For example, I'm going to replace the score screen music with a new file I have named victory.mp3. My new code would look like this:
Now if I run my mod using the new music.ini (and making sure the MP3 is in the right place) the game will play my custom music instead of the old track. And that's it! That's all you need to do to add a new music track into the game. One thing to keep in mind if you decide to change the shell (main menu) music: You have to change both the Shell and ShellLowLOD tracks or it will only affect some detail settings. (Shell affects Medium and above; ShellLowLOD affects Low and Very Low.) BFME2/RotWK Multisounds are on the next page. Credits
CommentsDisplay order: Newest first Sulherokhh (Team Chamber Member) - Sunday October 4, 2009 - 13:21 Hi {AE}Manveru! You could add the following expanding lines (if you like) and also ad the 'BfMe2' and 'RotWK' tags to your tutorial:
The new multisounds are referenced in exactly the same place as the 'single' tracks from BfMe1; in the 'music'-library (accessible by WorldBuilder). For BfMe2 and RotWK you don't actually need to access the library to add your new track. Just add your newly defined track to one of the following Multisounds as a 'Subsound': --- for Menu music ---
--- for Faction specific game music (this is Elves, the other factions have their own Multisounds) ---
--- for good&evil specific battle music ---
Valaquenta10 - Tuesday September 22, 2009 - 12:58 Good job. I was thinking to write a tutorial about music for my friend , instead I'll give him this . |
|||||||||||||||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |