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How to create music mods (0.9.14)


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TentacLe_Mech_Tank #21 Posted Mar 24 2016 - 09:04

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View PostNoxCaos, on Mar 24 2016 - 07:55, said:

 

Thanks a lot! This one makes music in hangar work and also no more shoot sound bug

 

Did you suffer the size limitation? I must put in a limit number of tracks so that the mod will run, put more and it won't work. T~T

Hangar music still not working T~T

Edit: OMG it works!!!! Crossing field is playing!

 


Edited by TentacLe_Mech_Tank, Mar 24 2016 - 09:09.


FrozenKemp #22 Posted Mar 24 2016 - 15:17

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My problem with the gun sounds not playing was linked with - I think - not having music_combat stop all the map music events.  I need to try to replace that with a Stop All because that would be So much easier.

Similarly, I wonder if the hangar music events should have Stop All or in any case stop the victory, defeat, and drawn music.  My hunch is that the stops should be there.

FrozenKemp #23 Posted Mar 24 2016 - 15:19

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That is, last night even though I had the volume stuff set up, I think gun sounds only played in the first battle, and not any after that.

TentacLe_Mech_Tank #24 Posted Mar 24 2016 - 16:23

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I stuck into another problem that's hard to describe.

I dont know why but the music randomly stuck (they wont play, or they wont stop)

When I put 4 tracks in gara, it plays properly, put 5, it stuck.

After that I remove the gara music and put another 4 songs in it, it stuck in another way, and this time the gun sounds also disappear.

 

To sum up, currently, making a fine music mod is a very harsh work, so I think we should stick to the game's original one (it's bad, of course)
I'll try to create at least a working-without-problem music mod and put it up here for you guys to try it out.



NoxCaos #25 Posted Mar 24 2016 - 18:07

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View PostFrozenKemp, on Mar 24 2016 - 16:19, said:

That is, last night even though I had the volume stuff set up, I think gun sounds only played in the first battle, and not any after that.

 

Well, same problems really. There was some magic in the first battle that music and shoot sounds played well.

Also that's quite strange, but hangar music works on one computer, but doesn't on other one

 

UPD: Twiked sound setting in battle and music started

UPD2: If you make combat event less than with 8 sounds it works fine, like TentacLe_Mech_Tank said


Edited by NoxCaos, Mar 24 2016 - 18:26.


TentacLe_Mech_Tank #26 Posted Mar 26 2016 - 18:07

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Well, finally I created a fine music mod, run without any strange problems (at least on my laptop)
Issues:

1. Lost of gun sound: can be solved by using a gun sound mod (currently I found only Thunder gun, a good gun sound mod)

2. Random lost of crew voice: I use a crew voice mod, so I dont know if this happen to the default voice. It's not so annoying, since it's a bit random, not all the voices are muted.

 

I'll post it up here when I complete the other interface mods for my mod pack first.



NoxCaos #27 Posted Mar 26 2016 - 19:27

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Well same here. Gun sounds disappear after some time
http://www.mediafire...P_Music_Mod.zip

TentacLe_Mech_Tank #28 Posted Mar 27 2016 - 14:07

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View PostNoxCaos, on Mar 26 2016 - 19:27, said:

Well same here. Gun sounds disappear after some time
http://www.mediafire...P_Music_Mod.zip

 

Tested again, another clue shows that there's a memory limitation for the current sound system.

I use a 10MB voice mod, it lost part of the voices.

Then I upgrade the voice mod to 12MB, it's muted completely =]]



TentacLe_Mech_Tank #29 Posted Mar 27 2016 - 18:08

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Phew, my mod pack is in its final stage, I'll upload it tomorrow along with the music mod.

The login loading creen (just for ad =]], sorry for this unrelated one)

 

Spoiler

 



FrozenKemp #30 Posted Mar 29 2016 - 00:53

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I wonder if there is a problem with just putting in a new PCK file and if the game wouldn't perform better if you copied the entirety of audioww.pkg, replaced the music PCK, and rezipped it as audioww.pkg.  

 

The problem with that is audioww.pkg is like 600MB and no one wants to download that much for a music mod.

 

 

Or if you just have to include a copy of the gun sounds PCK file.  Is it the weapons.pck?  


Edited by FrozenKemp, Mar 29 2016 - 00:58.


FrozenKemp #31 Posted Mar 29 2016 - 00:56

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Working list of maps divided by music_ event:

 

america: Highway, Live Oaks, Serene Coast

desert: El Halluf

euro_city: Winterburg, Ruinburg, Redshire, Pilsen

euro_vilage:  Fisherman's Bay, Cliff, Abbey, Swamp, Tundra(??)

himmelsdorf: Himmselsdorf, Winter Himmelsdorf, Lakeville(??)

kavkaz: Mountain Pass  (Kavkaz is a place near the Crimean Peninsula)

kharkov: Kharkov

malinokvka: Malinovka

rus_city: Murovanka

rus_vilage: Fiery Salient, Mines, Steppes, Karelia (??), Sand River(????) 


Edited by FrozenKemp, Mar 30 2016 - 03:16.


FrozenKemp #32 Posted Mar 29 2016 - 13:30

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I zipped up the official cannon sound file from out of audioww and put it up on DropBox, in case anyone wants to investigate whether dropping it into the audioww folder prevents cannon sounds from stopping:

 

https://www.dropbox....7e/wpn.zip?dl=0



delph #33 Posted Mar 29 2016 - 16:43

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View PostFrozenKemp, on Mar 22 2016 - 13:20, said:

Right click on music_main_menu and pick New Event - Play.  This will automatically create an event called "Play_music_main_menu" but since the actual WOT event doesn't start with "Play_" you need to remove that.  The properties of the event should be showing on the right so you can just change the text and hit return.

 

You may want to prevent the "Play_" prefix from showing up in the new event name.

From the Eu forum post:

Block Quote

 File->Project Settings->General->Event Creation: untick "Add action name"

 Do this before creating events in your project. Saves time.



FrozenKemp #34 Posted Mar 29 2016 - 19:45

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View Postdelph, on Mar 29 2016 - 10:43, said:

You may want to prevent the "Play_" prefix from showing up in the new event name.

 

The project setting to fix that issue is really cool.  Thank you for that. 


Edited by FrozenKemp, Mar 29 2016 - 19:46.


FrozenKemp #35 Posted Mar 30 2016 - 03:13

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I played 15 battles without losing cannon sounds, after adding wpn.pck to audioww, so ... I think that did it? 

TentacLe_Mech_Tank #36 Posted Mar 31 2016 - 06:22

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View PostFrozenKemp, on Mar 30 2016 - 03:13, said:

I played 15 battles without losing cannon sounds, after adding wpn.pck to audioww, so ... I think that did it? 

 

Long time no see, I almost forgot about this (lots of work after publishing  my mod pack)
I'll test it, too, although the gun sound mod is another fine option.

I did create an OK music mod, check the preview vid below.

Spoiler

 



TentacLe_Mech_Tank #37 Posted Apr 01 2016 - 14:46

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Tested, looks like it's really what do the trick, put another same gun sound in the mod folder will trick the game to use it =]]

Edit: nope, it wont solve the lost of gun sound =]]


Edited by TentacLe_Mech_Tank, Apr 01 2016 - 16:14.


FrozenKemp #38 Posted Apr 01 2016 - 16:20

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That's weird :(

 

My only other theory about gun sounds dropping out is that it might be related to having music tracks which are too long.  I've cut my music tracks off at... I think 3 minutes for combat, and 1 minute for map intros.  I guess the easiest way to test it would be to make a separate mod which a single combat music track which is really long, and then see what happens. 

 

Sorry TMT! 


Edited by FrozenKemp, Apr 01 2016 - 16:20.


TentacLe_Mech_Tank #39 Posted Apr 01 2016 - 16:50

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View PostFrozenKemp, on Apr 01 2016 - 16:20, said:

That's weird :(

 

My only other theory about gun sounds dropping out is that it might be related to having music tracks which are too long.  I've cut my music tracks off at... I think 3 minutes for combat, and 1 minute for map intros.  I guess the easiest way to test it would be to make a separate mod which a single combat music track which is really long, and then see what happens. 

 

Sorry TMT! 

 

Sorry, my bad for rushing too quick, there's one more step to complete the fix: update the engine.xml too =]]

Now there's nothing wrong happen with the gun sound and the voice any more (at least for the tests I made).

 

To be sum up, here's my current music mods status: (# of tracks/length for each)

_ Quality: 4

_ Number of tracks: Intro: 1/<2min (eu villa gets 2 since lots of maps in it); Combat: 8/2-3min; Result: 3/2min; Intro: 4/1-2min; Garage: 5/3-4min

I'll put up the fix to my topic, great thanks to your help ^v^

 

Edit: music quality was decrease to 0, so far there's still some gun sound missing, but the chance is very low.


Edited by TentacLe_Mech_Tank, Apr 03 2016 - 04:16.


YunLung #40 Posted Jun 29 2016 - 18:02

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View PostTentacLe_Mech_Tank, on Mar 31 2016 - 06:22, said:

 

Long time no see, I almost forgot about this (lots of work after publishing  my mod pack)
I'll test it, too, although the gun sound mod is another fine option.

I did create an OK music mod, check the preview vid below.

Spoiler

 

First! plz forgive me weak English.

Can I ask you how to create the login music? I use the name "music_main_menu" but it's not work.

Can you help me?






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