snd_critter: WTF?

Discussion in 'General Modification' started by Gaear, Aug 11, 2006.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    Alright, so I'm trying to make a few changes to snd_critter, the file that would appear to control what sounds monsters make when they attack, die, etc. I had done something similar before with darmagon's spells, modifying the file snd_spells, and everything was fine. In the case of snd_spells, there was a corresponding file, simply called 'spells,' that listed each spell in the game with an accompanying number to identify it. In order to make a new sound for a new spell, you simply added an entry in snd_spells with the corresponding number from 'spells.' Presto, new spell sound.

    Not so with snd_critter. There are no numbers, just critter names. There is a file called 'critter,' but it only contains a short list of what appear to be critters from Arcanum. Is ToEE able to recognize critters by their name alone, I wondered? So I added a 'Kobold' entry to snd_critter, assigned it some sounds, and stuck it in data\sound, where snd_spells is. No dice. And yet, changing a critter sound to something else in that file works, so it's clear that the file is overriding like it's supposed to.

    Any idea how ToEE knows that a bugbear is a bugbear, a hobgoblin is a hobgoblin, and a hooting fungi is a hooting fungi?

    btw, the protos number is not the creature's ID number for the purpose of sounds.
     
  2. Cujo

    Cujo Mad Hatter Veteran

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    maybe its attached to the model - the skm, ska or txt file maybe
     
  3. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Good job Cujo! :D

    I had run out of ideas on this, but you hit it one the head.

    Check out ToEE1\art\meshes\Monsters\GiantFrog\giantfrog.txt. It references the line numbers in snd_critter.mes with calls like this:
    Code:
    animation "death" "death.mae"
    {
    	event 1 "script" "game.sound_local_obj ( 500, anim_obj )"
    }
    So, Gaear, I would suggest you try editing data\art\meshes\Monsters\Lizardman\koboldman_Small-armor\Lizardman_Small-armor.txt to reference your new lines in snd_critter.mes and see if that gives new sounds to your kobolds.

    [EDIT] I did some testing, and it's not the .txt file you need to edit. It's the .SKA file in the same folder as the .txt file that you need to edit. I used Notepad++ to do it, but you can open the file in Notepad as well, so I assume you can use that to edit it. Search for
    Code:
    game.sound_local_obj ( xxx, anim_obj )
    where the xxx is the line number of the current sound from snd_critter.mes, and replace it with the line number of the new sound you want it to have. For the kobold I replaced the attack sound (730) and the dying sound (731) with the Vrock sounds (510 and 511 respectively) and it worked beautifully. My kobolds sounded like Vrocks.

    Now that we know, someone should write a tutorial about this.
     
    Last edited: Aug 12, 2006
  4. krunch

    krunch moving on in life

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    This is total sweet because I was wanting to add one voice clip to one of my new somethings in my new mod based on an action/animation taking place. Now, I can make it happen.
     
  5. krunch

    krunch moving on in life

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    I will write this up in a document. It won't be right away, though.
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Thanks guys, I'll have to check this out. :thumbsup:
     
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