| 02-07-2009, 03:20 PM | #1 |
Is it possible to replace the sounds used by the interface (or advisers, whichever term you are familiar with.) with Imported Sounds? If so, how? Because I can't find anything in the tutorial section and I can't seem to find a way to make the Sounds usable in interface and abilities.(Or I haven't dug deep enough.). Also, I understand that AoE cursors can be changed via the Game Interface section, but is it possible to change it to use 1 of those aura models? I made the mistake of setting it to "Trueshot Aura (Research)" once, the results were... freaky. |
| 02-08-2009, 02:18 AM | #2 |
The world editor can change in game things and so are the tutorials on most of the websites. To change something on the interface of the game (before you open a map, the main menu and all) you’ll have to change the (*.mpq) files like in the Tales of Revagion hosted project. As for the AoE cursors, you can change them by finding their path in the (*.mpq) file and, export the aura skin (the .blp file and don’t use the icon as the "Trueshot Aura (Research)" is for the ability’s icon and not the aura itself), import it to your map then change its path to the one of to original curser. That’s the easiest way I know of, if that isn’t what you want then sorry to waste your time. |
| 02-08-2009, 03:54 AM | #3 |
No luck with the Import Sounds on other sites. And I still haven't found anything for it on this site so far. P.S. : I skimmed through your post real fast, so no time wasted anyway. |
| 02-08-2009, 07:40 AM | #4 |
You can't override them with imports? |
| 02-08-2009, 07:55 AM | #5 |
You can pyro. |
| 02-08-2009, 07:59 AM | #6 |
1) You cant use image as texture. Aura is model, AOE targeting is texture. But you can get textures used by aura to draw your own images. 2) There is NO problems with reimport, just get proper paths. |
| 02-08-2009, 01:13 PM | #7 | ||
Quote:
Point taken. I'll just settle with what I can manage from the default. Quote:
Which one? Sound or AoE cursor? |
| 02-08-2009, 04:19 PM | #8 |
Both. |
| 02-09-2009, 10:12 AM | #9 |
How? |
| 02-09-2009, 11:10 AM | #10 |
Look in the mpq, and find what path it uses, then import something to your game, and give it the same path |
| 02-10-2009, 11:21 AM | #12 |
Remove first sound - post result Remove wait - post result Make something yourself . |
| 02-11-2009, 08:10 AM | #13 | |
Quote:
Currently testing with Sound at center of map with extremely long range and no cutoff distance. EDIT: Test successful. If possible, just post a link to a tutorial regarding the usage of Imported Sounds for the adviser. |
| 02-11-2009, 11:03 PM | #14 |
Go to import manager. Import file, choose your sound. (For GUI) Go to sound manager, find your sound in war3mapimporter\ on the left, right click on it, and press use as sound In GUI, theres a Sound - Play Sound function. Select it and choose your sound. (Note that in GUI, the Play Sound function will only play if no sounds from the PlaySound function are currently playing) |
| 02-12-2009, 08:21 AM | #15 |
Failed. Steps I just took. 1. Changed the paths to the same as the sound effect locations. 2. Changed the sound in the Used Sound section data to fit that of the advisor's own. 3. Rechecked about 12 times. Was there anything I missed? I'm going to test replacing the internal sound while I type this. EDIT: Test successful. |
