Does anyone know how the game allocates sound effects to creatures? There is a .mes file that assigns IDs to various sound effects, but I haven't been able to find out how these IDs are used. :help: Yours, Charles
a quick PDF file made from Ted's Rant Blog Sound and visual FX and spawning from dialogue see attached PDF file below
Thanks Krunch, and of course, Ted, however, what I'm trying to figure out is how to attach sound effects to creatures, usually for when they attack (for instance, spiders make a sort of 'squeek' noise :scratchhe ) - or does this have to be done in the creatures' script? Sorry for being a pest, Charles
I believe they are in the ToEE3.dat file and are scripted where the exceptions are where Ted modded them in to the game and are located in the data/sound/speech folder. Is this right, fellas?
I overhauled a text file that controls sound for spells ("snd_spells") for Darmagon's new spells release. That was fairly straightforward, but it only controlled spell sounds. I have to think there's one out there for monster sounds too.
There is a schemelist.mes file for area intro music and a snd_spells.mes for spells in the data\sound folder. I'm pretty sure the files have to be extracted from a dat file and modded from there.
Just ignore Krunch. The sounds themselves are in ToEE2.dat, in sounds/Monsters. I did a search of all the dats for the file name of two of the .WAV files in that folder and came up empty.
We need to get the Kap'n another shot of Lithium...his post count is getting awfully high. :raving: Time to ease on down, there, big fella. :stoned:
Hey Nerik, if you're still interested in this, I stumbled across the file you're looking for, "snd_critter" in ToEE2.DAT\sound. It appears to control all monster sounds. Manipulating it is not difficult. It looks like entry "--0" for each respective monster is the attack sound, for example. So you could point to whichever sound effect you wanted to play in that entry, or create your own, put it in sound\Monsters, and point to it instead. That's how we did it for Dar's spells.
Apparently my unpacked version of ToEE2.dat was far from complete. Good work Gaear. Looks like I have to unpack them all again just to make sure.