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Difference between revisions of "Sound text files"

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('''''This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.''''')
 
('''''This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.''''')
  
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events.dat file in the data\sounds subfolder inside the M2TW install folder, as well as instructions for how the Music, SFX and Voice dat/idx archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&id=1110 an archive containing the sound text files is available here].
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The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&id=1110 an archive containing the sound text files is available here].
  
 
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===Loading===
 
===Loading===
  
Please note that the sound text files are not affected by any special commands such as file_first.io.
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Note that the sound text files cannot be loaded by using any special commands such as file_first.io. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. If one does, the sound text files will be ignored. If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or if it is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. In order to make changes to these, or to the events archive, these archives must be renamed or moved to another folder, such as a subfolder within the data\sounds subfolder, so the game can't find them upon launch.

Revision as of 06:17, 2 May 2007

(This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.)

The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, an archive containing the sound text files is available here.

Usage

The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder's needs.

List of files

Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.

Loading

Note that the sound text files cannot be loaded by using any special commands such as file_first.io. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. If one does, the sound text files will be ignored. If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or if it is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. In order to make changes to these, or to the events archive, these archives must be renamed or moved to another folder, such as a subfolder within the data\sounds subfolder, so the game can't find them upon launch.