| 07-29-2002, 01:54 AM | #1 |
Guest | First off this is my first post. I know this question has been asked before but I didn't see an answer. I'm using weev1[1].2.1 and its a lot better than the one Blizzard stuck me with but I still can't get the program to change the unit sound. Although I have had experience with C++ and VB a few years back, I don't think its doing me any good. I really don't want to look through every file if the answer is simple. Maybe I missed something? |
| 07-29-2002, 02:29 AM | #2 |
check in the unit editor..... there is a sound string that lets you select what unit sounds you want... |
| 07-29-2002, 02:52 AM | #3 |
Guest | I have the same problem. Although I change the unit sound string, the unit retains its original sound. Anyone have any idea what's going on? |
| 07-29-2002, 03:06 AM | #4 |
Guest | I thought thats how you would do it but I've tried to do that and it wouldn't work. For instance, I'll try to create a new unit in the unit editor using Uther as a base model, than I'll change the unit model to a Brigand Lord and the icon to a knight, than I'll go down and change the movement to horse and the movement speed to match the Brigand Lord's. That all works fine, but I'll go down to the Unit Sound and change it to the Knight's Unit sound but when I play the map to test it, it plays Uther's voice. I'll even go down to the attack sound and change that to something like MetalMediumSlice, that didn't work out quite as I had hoped either. I even tried to modify the UnitUI but the game doesn't recognize that and I'm not quite sure how to get the file into the MPQ file. Thank you for your help though its much appreciated. Six years of Computer Programming and I can't even get a unit on a game to say Neeh, I must be losing my touch. |
| 07-29-2002, 04:21 PM | #5 |
You must actually import the slk file unitmetadata.slk to your map to get the sound to work. |
| 07-30-2002, 09:41 AM | #6 |
Guest | And how do we do that? P.S. Im having the same problem |
| 07-30-2002, 04:30 PM | #7 |
Guest | First, get WinMPQ (or any other MPQ viewer). Now open up war3.mpq, and extract UnitMetaData.slk (it's at almost the very bottom). Now get MPQ2k. Put UnitMetaData and your map into the MPQ2k folder. Now open up a DOS prompt (go to start menu, run, and type CMD), and go to the MPQ2k folder. Now just type "mpq2k a yourmapname.w3m unitmetadata.slk" (without the quotes) Voila... you have imported a file. |
| 07-31-2002, 06:44 AM | #8 |
Guest | I have not been able to get to my pc for a little while, sorry it took me so long. I did everything I was supposed to do and I still had the same problem before I made the post. after a little while I went and back tracked my steps and found that it was a bad download (my fault, my pc does that sometimes) I should have checked everything before I tried to use the program. Sorry for the premature post. Thanks for your replies though. |
| 08-01-2002, 01:54 AM | #9 |
Guest | Are you positive that it was just a bad download? On my Mac, and on my friends pc, when we change the Unit Sound variable in the unit editor, it wont change the sounds... I can't try the whole WinMPQ thing cuz i'm usin a Mac, but it doesnt make sense that you have to import a sound if you're just trying to use sounds that are already IN THE GAME... Both my friend and I are usin enhanced blink version of WE. Let's say i take the tauren cheiftain, change its model to that of an ogre lord. That works perfectly fine. I then scroll down to the Unit Sound, i click it, and it brings up a dialog box with all the images of the games units. I pick that of the Ogre Lord. I know this has all the sounds, because it can be hired. Anyways, i try the map, and the cheiftain looks like an Ogre Lord, but still sounds like a cheiftain. :confused: |
| 08-01-2002, 01:45 PM | #10 |
Guest | Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read the README ==>when map is finished=>goto map dir, rename map to a.w3m then place it to mpq2k directory ==>run shortcut==>should work fine |
| 08-01-2002, 04:10 PM | #11 |
Guest | Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read Read ==> My ENTIRE Post - On my MAC , i cannot use the MPQ thing; is there a way around it or no? |
| 08-01-2002, 05:38 PM | #12 | |
Guest | Quote:
I do that btw, and it doesn't do anything (put it in the folder, hit all three shortcuts because I dunno which your talking about, and put it back, then don't open it in worldedit). All the sounds I edited are the same. Bah, why couldn't Blizzard just have put that option in the editor, how much work could it be for a bunch of guys who do that for a living? |
| 08-01-2002, 05:58 PM | #13 |
Guest | Cookie doesn't mean rename the map to a w3m file, he means rename your map to "a.w3m" (as in your map's file name is now "a"). Then you run the mpq2k shortcut, which will fix the sounds for you. Afterwards you can rename the file back to whatever you want, but for the shortcut to work the map name must be a.w3m. If you don't feel like renaming your map, you could always edit the shortcut. Goto the shortcut properties and replace "a.w3m" with whatever your map file name is. You just have to remember to change the properties ever time you are using a different file name. |
| 08-01-2002, 07:30 PM | #14 | |
Guest | Quote:
The thing is, that's not what you're doing. You're not importing sounds, you're importing the previously hardcoded information that POINTS each unit to what its voice is. And as far as I know, there's no way around it for a mac, unless there's a mac version. (Actually, try using hte Default Import.exe that comes with it (that's not the actual name, but it's something like that) |
| 08-01-2002, 11:16 PM | #15 | |
Guest | Quote:
LOL, thats what I said when I read Cookie's readme file! Im like dude, it IS a .w3m already, wtf are you talking about!? He means change the whole filename to "a.w3m" though. |
