Author Topic: Assigning Sounds to Ships  (Read 1530 times)

Offline Phiiliip

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Assigning Sounds to Ships
« on: August 02, 2010, 08:43:47 PM »
Hello,

How do I assign certain torpedo and phaser sounds to certain ships?

Thank you.

Offline Locke

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Re: Assigning Sounds to Ships
« Reply #1 on: August 03, 2010, 12:17:50 AM »
You'll need the BC SDK found on BC Files.  It has a program called Model Property Editor (MPE), which will allow you to modify and edit a ship's Python files.  Python files control the way ships are read by the game.  READ THE DOCUMENTATION!  That will tell you everything you need to know in order to edit the sounds for a ship.  Although I might be mistaken, I believe the torpedo sounds are controlled by the torpedo's Python file, which is not editable with MPE.  You'll need to edit those using either Notepad or (my recommendation) Notepad++, which is designed with script language in mind.  It's a free download somewhere on the net.

Come back and ask questions if you need to!

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Offline Nebula

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Re: Assigning Sounds to Ships
« Reply #2 on: August 03, 2010, 12:42:00 AM »
easy way to edit ship sounds you'll want BCUT for sound plugins
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Offline King Class Scout

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Re: Assigning Sounds to Ships
« Reply #3 on: August 03, 2010, 11:16:42 AM »
locke is right.  the firing sound for a torpedo (or a pulse) is in the script for it.  BCUT (at least the one I have) doesn't let you access the sounds, and you need the MPE reccomended earlier.
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Offline Phiiliip

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Re: Assigning Sounds to Ships
« Reply #4 on: August 06, 2010, 07:43:03 AM »
Thank you very much Locke and King Class Scout.

Phiiliip

Offline JimmyB76

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Re: Assigning Sounds to Ships
« Reply #5 on: August 06, 2010, 08:20:53 AM »
BCUT (at least the one I have) doesn't let you access the sounds
really?  what version do you have?  because neb is right...
BCUT will make sound plugins, and then from there only the projectile script needs to be altered to match the sound the plugin just made...  thats alot easier than the other longer and more complicated way described (MPE)...

Offline 086gf

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Re: Assigning Sounds to Ships
« Reply #6 on: August 06, 2010, 02:17:53 PM »
The first version of BCUT didn't as I recall. If that is the version you have then you are way off.

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Offline King Class Scout

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Re: Assigning Sounds to Ships
« Reply #7 on: August 06, 2010, 07:56:30 PM »
i assumed he was referring to individual weapons.  i haven't accessed the sound packager part of bcut, yet.  i'm still trying to conceive how my own weapons sound.
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Offline JimmyB76

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Re: Assigning Sounds to Ships
« Reply #8 on: August 06, 2010, 08:28:09 PM »
i assumed he was referring to individual weapons.
How do I assign certain torpedo and phaser sounds to certain ships?
:P

i'm still trying to conceive how my own weapons sound.
if you have any questions, or are unsure of anything, always feel free to create a thread and ask - someone else in the future may have the same question to which the answer can be referred :)

Offline Mario

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Re: Assigning Sounds to Ships
« Reply #9 on: August 06, 2010, 08:57:24 PM »
Torps:
1. Create a new sound plugin using BCUT (Other type--this also is used for engine sounds and all other types of sounds)
2. Find torpedo script and locate

Code: [Select]
def GetLaunchSound():
return("sound")

Edit sound string with the appropriate name for your newly created sound. All you need to do is add that torpedo to your ship--you can do that via BCUT Hp tweaker also.

Phasers:
1. Create a new sound plugin using BCUT (Phaser type)
2. Load the HP of the desired ship in BCUT, then simply open phaser properties and set your new fire sound.


Note: BCUT supports creation of sound plugins since v1.0. Even BCSMC, which evolved into BCUT much later on, had such support.
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