hi, sorry to bother you, im actually interested in modding the games music but i cannot seem to find a guide or a place to start, would you, by any chance, be able to tell me which tools would i need or if there is a guide i can follow?
this was posted in the previous mod of his.----------- 01 May 2018, 9:58PMCan you write some instructions on how you completed this? I unpacked the bnk into wems to ogg, but they are all numbered 0001 to 0102.
I followed this guide and used the tools recommended. The difficulty is figuring out which sound is what, really. I had to use 'Stream_info' file that the conversion from stream -> ogg provided. That text file lists the audio files in the proper order which corresponds to the order provided in the text documents in the game that are linked to the .bnk files. It's fiddly, and takes effort, but that's how I managed it. :)
Hi, when using the original gauss version of the mod, sometimes I still get the modified gauss rifle audio ingame, it happens quite randomly but almost always on the first time I fire a gauss rifle in a playthrough
How do you rank the job the files and engine do with explosions? I figure that the vfx_explosions.bnk life must contain a multitude of files just like the impact files for ACs (and missiles) in vfx_impacts.bnk as you, yourself, pointed out to Caedhin. I just wanted to know how you felt about the booms.
I guess that would be possible, however too time consuming for my liking. The AC's .bnk file is basically an archive with 159 sound files without any documentation whatsoever, all of which sound nothing like in the game, since they're beeing morphed and combined by the game's sound engine. I'd first have to find the right ones by trial an error, then edit or replace them. I'm not a sound designer and don't even know if I could come up with anything better. Also I'm really okay with the impact sfx. So the bottom line is, I really don't have the time or incentive. Sorry.
Thank you for doing this OyofMidWorld, I tried my hand at it several months back and couldn't get it to work without the game going crazier than Maximilian Liao. Do you have any plans to redo the lasers? To my knowledge nobody has ever redid the pulse lasers, and I would love to hear that classic stuttering pew pew from MW4.
You're very welcome. No, no further plans at this moment. I worked with audio files already formatted for the game, after figuring out what is what. Bringing in different sounds from another source, is another layer of depth. Also lasers are not a singulary bang, but have a burn time, which means the audio would have to be syncronized with the graphics. Nah, I'd be a little out of my league there... Sorry!
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01 May 2018, 9:58PMCan you write some instructions on how you completed this? I unpacked the bnk into wems to ogg, but they are all numbered 0001 to 0102.
01 May 2018, 10:45PMSure thing!
http://btmodding.warriorsblood.com/index.php?title=Music
I followed this guide and used the tools recommended. The difficulty is figuring out which sound is what, really. I had to use 'Stream_info' file that the conversion from stream -> ogg provided. That text file lists the audio files in the proper order which corresponds to the order provided in the text documents in the game that are linked to the .bnk files. It's fiddly, and takes effort, but that's how I managed it. :)
-----hope this helps-----
Would you be able to edit the impact sounds of the AC's. The in-game ones sounds like a dull thud.
I guess that would be possible, however too time consuming for my liking. The AC's .bnk file is basically an archive with 159 sound files without any documentation whatsoever, all of which sound nothing like in the game, since they're beeing morphed and combined by the game's sound engine. I'd first have to find the right ones by trial an error, then edit or replace them. I'm not a sound designer and don't even know if I could come up with anything better. Also I'm really okay with the impact sfx. So the bottom line is, I really don't have the time or incentive. Sorry.