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Load the head mesh, delete its skeleton, then import small SMD (it will actually be new skeleton with 2 poses: initial pose and corrected pose), and connect it to the head. SMD file with skeleton pose, which will fix the head. Usage: drop VisualUnlock file onto the tool This version will only work with characters using 3pantskeleton.ebx, it must be in the same dir (for both tools) Currently supported:ĭetailed tutorials by Crofty for everything you need to use the tools So find imp_ in the sound/gcw folder Any of the sounds that inherit from "imp_inf_pain_vo" will be fine to copy into your au file.Tools for mesh extraction (with skeletons, fully rigged) for Frostbite games. In this example we are going to implement a custom death sound SFX. In this instance I find it much easier to just find one of the stock AU files, open it, look for a sound that is similar to the one you're looking for. This is the 'fun' part because you have to figure out which settings are appropriate for the sound you want to implement. Windows will try to open these in Windows Media Player, but they are, in fact, just text files, so you open these with Notepad also. You can also add -resample pc 22050 (changing 22050 to whatever you want) but if the wavs are already 22khz this is not needed.
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Quoteeffects\whatever_the_sound_is_called.wav All this will be is a list referring to the.
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The next step is top open up the ASFX file in Notepad. However, SFX files are not useful in this instance since we're not making a new common.bnk, these sounds are to be munged and loaded directly from the sound.lvl The bnk section will look for ASFX and SFX files. Next, you'll need to set up the REQ files. These sounds, ideally, should be saved as 22kHz mono wav files. These can be called whatever you want but for simplicity's sake I'll go with MODcw, MODgcw, and shared.įirst, you'll need your sound effects placed into the effects folder. The best practice here is to have an AU file for shared SFX (in this instance it would be the LEGO brick explosions upon death) and a separate one for each era. SND files - doesn't have to be for both, and you can have as many of these as you like. ASFX file for effects and streams called for CW (MODcw) REQ file for effects and streams called for CW (MODcw) Inside that, you'll also need two folders - effects, and samples.īasically, this is what the folder will look like:
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QuoteSND - this is the actual configuration file that stores what samples are called, pitch, volume, etc.ĪSFX - this is where the samples called by the AU are stored.Ĭreate a folder inside DataMOD/Sounds/worlds and name it whatever you want (most likely the three letter MOD name) So, first off, there's two file formats you'll need to implement custom SFX: I'll be referring to the mod folder as MOD or DataMOD in this tutorial, but it'll be whatever you have named yours.
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