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Thread: how to change a mount voice

  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default how to change a mount voice

    I've changed the mount of one of my units, just changed the mount, nothing more.

    They are wolves, but their death sound is the horse one.

    How can I set them to have the camel death sound?

  2. #2
    makanyane's Avatar Praeses
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    Default Re: how to change a mount voice

    Quote Originally Posted by leo.civil.uefs View Post
    I've changed the mount of one of my units, just changed the mount, nothing more.

    They are wolves, but their death sound is the horse one.

    How can I set them to have the camel death sound?
    death sounds for the mounts are referenced from .evt files (like the files for the wall anims that you amended to get rid of the shockwaves)

    but the .evt files are included in the packed animations, so if your mount is using the fs_horse skeleton in models_db then it'll get the SOUND ANIM_HORSE_DEATH when it has one of the fs_horse_die_.... .evt's

    it'd be theoretically possible to change that - but I think you'd need to make a new skeleton, with the whole unpack .idx re-pack etc thing, to include changed .evt files that referenced ANIM_CAMEL_DEATH instead. If you wanted a totally different set of sounds you'd also need to unpack / repack sounds to get a ANIM_NEWTHING_DEATH entry in descr_sounds_generic.txt


    erm, good luck!

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    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: how to change a mount voice

    After extracting the animations I cant find any .evt file.

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    makanyane's Avatar Praeses
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    Default Re: how to change a mount voice

    I think the 'unpacked' version I have is actually the download from here;
    http://www.twcenter.net/forums/downl...o=file&id=3597

    which would work if you're just replacing vanilla stuff - if the mod already has new anims though I assume you'd need to get that to unpack

    you're right though unpacking with XIDX doesn't give you .evt files - if you run the extract_skeletons.bat those files look like they've got the .evt type stuff in, I can see the 'ANIM_HORSE_DEATH' bit in the fs_horse, no idea about editing those though


    this needs someone who knows a lot more about animations/skeletons....

  5. #5

    Default Re: how to change a mount voice

    Quote Originally Posted by makanyane View Post
    I think the 'unpacked' version I have is actually the download from here;
    http://www.twcenter.net/forums/downl...o=file&id=3597

    which would work if you're just replacing vanilla stuff - if the mod already has new anims though I assume you'd need to get that to unpack

    you're right though unpacking with XIDX doesn't give you .evt files - if you run the extract_skeletons.bat those files look like they've got the .evt type stuff in, I can see the 'ANIM_HORSE_DEATH' bit in the fs_horse, no idea about editing those though


    this needs someone who knows a lot more about animations/skeletons....
    The .evt files are translated into a binary format and combined with other data extracted from animations (and possibly other files) to generate binary blobs of data which instruct the game how to link animations, sounds etc. together. For want of a better word they can be thought of as skeletons if for no other reason than the fact the archive is called skeletons.idx/skeletons.dat. So the evt files do not exist in the packs as separate files, which means you cannot extract them with XIDX.

    Fortunately, if you base your skeleton on an existing one, you can copy the evt files from the "parent" skeleton and change them to suit your needs. The purpose of the evt files is to define sound events (of the ANIM_THINGY type) and link them to frame keys in their corresponding animations; for example to produce a shock effect when an elephant's feet hit the ground by making the game use your sound event during appropriate frames of the walking/running animations. Then you can link those custom events to your own custom sounds to get proper sound effects.
    Last edited by Tellos Athenaios; December 15, 2013 at 06:05 PM.
    -Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool

    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

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    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: how to change a mount voice

    Quote Originally Posted by Tellos Athenaios View Post
    Fortunately, if you base your skeleton on an existing one, you can copy the evt files from the "parent" skeleton and change them to suit your needs. The purpose of the evt files is to define sound events (of the ANIM_THINGY type) and link them to frame keys in their corresponding animations; for example to produce a shock effect when an elephant's feet hit the ground by making the game use your sound event during appropriate frames of the walking/running animations. Then you can link those custom events to your own custom sounds to get proper sound effects.
    Im confused, where can i find these .evt files then?

  7. #7

    Default Re: how to change a mount voice

    Well wherever the animations of the parent skeleton are... In a pinch, you can just grab an evt file for a similar animation from an unrelated skeleton and use it as the base for your own (you'd probably have to check start/end frame keys to make sure they match your actual animation, but hey).
    -Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool

    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  8. #8
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: how to change a mount voice

    Quote Originally Posted by Tellos Athenaios View Post
    Well wherever the animations of the parent skeleton are... In a pinch, you can just grab an evt file for a similar animation from an unrelated skeleton and use it as the base for your own (you'd probably have to check start/end frame keys to make sure they match your actual animation, but hey).
    the vanilla aniamtions are packed in data/animations and there is no evt files there. (not even inside the packs)
    Last edited by leo.civil.uefs; December 15, 2013 at 07:23 PM.

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    makanyane's Avatar Praeses
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    Default Re: how to change a mount voice

    Quote Originally Posted by leo.civil.uefs View Post
    the vanilla aniamtions are packed in data/animations and there is no evt files there. (not even inside the packs)
    yeah but the ones for the vanilla animations are supplied in the downloadable version CA provided that I posted a link to earlier... so you can adapt one of those.

    and if you only have vanilla animations, plus your new one then you can use that downloaded stuff to get the game to rebuild the pack and skeletons.dat/idx

    the problem we're both going to have is if you already have custom animations, so you don't have access to the non vanilla .evt files that someone else made, then the game's own re-packing process won't work for those. What I'm guessing you need to do is make a dummy descr_skeleton.txt which just your new animation/skeleton in it. Launch the mod-folder with that in with all the existing anim packs removed, so it rebuilds a skeletons.dat/idx with just that in. Then unpack that file with the XIDX tool, unpack the mod's files with XIDX - paste the additional skeleton name into the list.txt that's generated by unpacking the mod's skeletons, stick all the extracted skeleton bits into the same folder with it, and then use the XIDX pack_skeletons.bat to add them together...

    urrrghh... still not entirely sure what needs to happen to the pack.dat animations if we're just changing the .evt's and the skeletons are refering to old animations, but that's a starting point.

  10. #10
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: how to change a mount voice

    Quote Originally Posted by makanyane View Post
    yeah but the ones for the vanilla animations are supplied in the downloadable version CA provided that I posted a link to earlier... so you can adapt one of those.

    and if you only have vanilla animations, plus your new one then you can use that downloaded stuff to get the game to rebuild the pack and skeletons.dat/idx

    the problem we're both going to have is if you already have custom animations, so you don't have access to the non vanilla .evt files that someone else made, then the game's own re-packing process won't work for those. What I'm guessing you need to do is make a dummy descr_skeleton.txt which just your new animation/skeleton in it. Launch the mod-folder with that in with all the existing anim packs removed, so it rebuilds a skeletons.dat/idx with just that in. Then unpack that file with the XIDX tool, unpack the mod's files with XIDX - paste the additional skeleton name into the list.txt that's generated by unpacking the mod's skeletons, stick all the extracted skeleton bits into the same folder with it, and then use the XIDX pack_skeletons.bat to add them together...

    urrrghh... still not entirely sure what needs to happen to the pack.dat animations if we're just changing the .evt's and the skeletons are refering to old animations, but that's a starting point.
    Mak... Im really thankful for you trying to help but Im going to be honest... I stopped reading at half of your post.
    My brain got overloaded and I had run out of ram memory. It gave me a brain CTD and a blue screen of death...

    Had to restard myself...

    After reading again I finally understood hat you meant...

    Ill let you know about my tries.
    Last edited by leo.civil.uefs; December 17, 2013 at 11:17 AM.

  11. #11
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: how to change a mount voice

    OK.

    Swagger did it, if anyone has doubt about this, ask him.

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