wghost81 Posted October 20, 2014 Share Posted October 20, 2014 tracktwo, great! You can use ALIAS, so users won't need to search for the code: ALIAS=NUM_OW:<%b 2> // decimal or ALIAS=NUM_OW:02 // hex And in the code: 0F 01 <@iOverwatchCount> 2C <!NUM_OW> You can put alias definition right after the description. Link to comment Share on other sites More sharing options...
tracktwo Posted October 20, 2014 Share Posted October 20, 2014 Good suggestion, thanks. I've updated the download link to the new version. And congrats on LW Beta 14! I'm about to try it out now. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted October 20, 2014 Share Posted October 20, 2014 Thanks about the explanation on RESIZE but I already managed to cook music files properly :DI looked at the XComGame.upk and think that the function that chooses ambience music is hardcoded. I'm testing smuggling additional ambience tracks in existing files but with a "random" node before the looping node. Link to comment Share on other sites More sharing options...
TRekNexus Posted October 20, 2014 Author Share Posted October 20, 2014 @LiQuiD911:Cool! Do you mind sharing some simple steps on how to do it? I've managed to create and cook a couple of music files myself but the game crashes when it tries to play them. I know I should change the resize value and probably some other HEX magic as well to make them work but I don't know where to start, what tools should I use? Link to comment Share on other sites More sharing options...
dubiousintent Posted October 20, 2014 Share Posted October 20, 2014 Sounds like we are just about to the point where we have worked out enough to make another tutorial for the "Sound Files" wiki article. This time on adding new files using the UDK. But we need to be able to get it past the point where we CTD. :devil: -Dubious- Link to comment Share on other sites More sharing options...
tracktwo Posted October 21, 2014 Share Posted October 21, 2014 LiQuiD911: That's great, hopefully the random node will work for you. Should do. TRekNexus: Are you replacing an existing package with the same package name and same cue and sound node names in your replacement package? This should work, but might CTD the first time for the same reason long war does (something about file sizes/contents changing?). Does it start correctly the 2nd time or does it crash repeatedly? I have done this with voice files and had it work, so I don't believe there should be any reason it shouldn't work with music files too. Although, different music nodes are coded differently. Which one are you trying to replace? Link to comment Share on other sites More sharing options...
LiQuiD911 Posted October 21, 2014 Share Posted October 21, 2014 (edited) I didn't hexedit anything, just cooked the new files with the UDKHere are some simple foolpoof steps1) Get the X-com combattible UDK2) Open UnrealFrontend.exe3) Click UnrealEd4) In the ContentBrowser rightclick and select new SoundNodeWave ( check the "include looping node" box)5) Make sure you get the package and cue names right if you are replacing a music track here is an example for replacing the soldier select trackthe package is "HQSound_SoldierSelect"soundnode name is "ReadyForBattleMusic"the cue is named "ReadyForBattleMusicCue" mind that the udk sets the cue name to <name>_Cueyou have to remove the underscore by renaming it just check the right names using UE Explorer in the upk you want to replace 6) Click "import" and select the WAV file which contains your music file (once imported rename it to match the original node, udk will prompt you to replace the existing empty soundnodwave)7) Save the package and close the udk :cool: open <install folder>/UDK/UDK-2011-09/UDKGame/Config/UDKEngine.ini9) find "[Engine.PackagesToAlwaysCook]" and add "SeekFreePackage=<name of your package>"10) go to the UnrealFrontend and hit "Cook"11) your files will be cooked to <install folder>/UDK/UDK-2011-09/UDKGame/CookedPC12) backup and replace the xcom files with the new upksdone! just mind the names// Reference: SoundCue'HQSound_SoldierSelect.ReadyForBattleMusicCue'// Reference: SoundNodeWave'SoundReadyForBattleMusic.ReadyForBattleMusic' It is even easier for battle music,you just follow tracktwo's instructions and cook with any names you want.Remember to add the new combat music in defaultContent with the structure <package>.<cue name>CombatMusicCues="SarifHQ_Intro_Combat.SarifHQ_Intro_Combat_Cue"http://i59.tinypic.com/ohputf.jpghttp://i57.tinypic.com/aneuyb.jpg ATM I have 25 combat tracks from DeusEx HR, Pacific Rim soldier select and the next thing I'll do is replace the exalt ambience music with McCann's tense infiltration music from Splinter Cell Double Agent :D Edited October 21, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
TRekNexus Posted October 21, 2014 Author Share Posted October 21, 2014 (edited) Thanks a lot both youse :D @tracktwo:I'm using your custom track modification to replace the combat music. I think the naming convention is correct: One wav file and one associated cue with names GeoScape1.wav and GeoScape1Cue bundled and cooked into GeoScape1_SF.upk. Referenced in DefaultContent.ini like so: CombatMusicCues="GeoScape1.GeoScape1Cue". And it crashes repeatedly :/ @LiQuid911:I didn't know there was a custom X-Com UDK install around, I just used the standard one. Looks like that might be the problem right there! I'll install it, try again, and post back. Great step-by-step btw, thanks for that :) Edited October 21, 2014 by TRekNexus Link to comment Share on other sites More sharing options...
LiQuiD911 Posted October 21, 2014 Share Posted October 21, 2014 Well it's not custom xcom udk.. it's an old version which cooks files compatible with the xcom oneshttp://www.nexusmods.com/xcom/mods/485/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D485 Link to comment Share on other sites More sharing options...
tracktwo Posted October 21, 2014 Share Posted October 21, 2014 Yeah, I'm pretty sure only cooked packages from the 2011 UDK that xcom uses will work. I know the format of the sound nodes is slightly different in newer versions, so this could definitely cause crashes. Try with the old version to see if that helps. If not, there might be clues in the launch.txt file that gets dropped in the logs folder. Usually there's a crash message near the bottom. The other thing is the combat music is not called GeoScape, that's something else. Combat music is the music played in the tactical missions when you are fighting. Customizing combat music doesn't require any fixed naming convention, but it does require applying the upk patch I posted above to enable customization in the .INI file. Link to comment Share on other sites More sharing options...
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