Darth Sion Posted March 15, 2016 Posted March 15, 2016 Hey guys, So it's come to my attention that the mod I've tried to do (located here: https://jkhub.org/files/file/2704-jaden-vs-kyle-korriban-duel-music/) which is supposed to replace the music during the duel with Jaden and Kyle, if you choose "Dark Side" choice, on Taspir, unfortunately doesn't work. And this may be due to my own lack of knowledge or inexperience with modding custom sounds into the game.After looking in the base Assets of the game (Assets0.pk3 > "music" folder > "kor_dark" folder), there's an .mp3 in there called "final_battle" and after listening to the file, this isn't the one that plays (which doesn't really make sense, thinking about it. Considering "Jaden vs Kyle" is the last duel in the game, story-wise).So I was wondering if someone could help me out with this one and get the game to trigger a certain .mp3 to play, immediately after the first cut-scene between Jaden and Kyle where Jaden tells Kyle "not to get in his way".. And then end at the end of the duel. I don't know if this is possible by either a .cfg file or something, but if someone who has experience with level/sound modding or anybody who knows what to do, in this instance, could help.. It'd be greatly appreciated. **Edit**Could I code or trigger this with some sort of script, @@therfiles? Thanks!
Fuse294 Posted March 16, 2016 Posted March 16, 2016 Actually one way to do it is to simply put in a new music file sharing the same name as the existing one you want to change, just make sure the mp3 is set to the correct 'settings'. It will change it without a need to alter the games coding meaning it will automatically play, so long as you know which track is the one you're looking for it shouldn't be a major issue. MB2 Beta Tester / MB2 FA Assistant Dev
Darth Sion Posted March 16, 2016 Author Posted March 16, 2016 Actually one way to do it is to simply put in a new music file sharing the same name as the existing one you want to change, just make sure the mp3 is set to the correct 'settings'. It will change it without a need to alter the games coding meaning it will automatically play, so long as you know which track is the one you're looking for it shouldn't be a major issue.Well, there's a number of .mp3 files in the "kor_dark" folder (listed below) and the first thing I tried, was by changing the name of the .mp3 (in this case "Anakin vs. Obi-Wan" to "final_battle", from the 'Revenge of the Sith OST'. "Battle of Heroes", basically) and that hasn't worked. I also tried changing the name to others in that list and somehow, it still hasn't managed to trigger it. I even opened the "Anakin vs. Obi-Wan.mp3" file in Audacity to make sure it met all the requirements for the .mp3 to work (which it does) and it still won't seem to trigger it, in the game, after the first cut-scene with Kyle. So I'm kinda' stuck with this..
Solution eezstreet Posted March 16, 2016 Solution Posted March 16, 2016 You'll want to edit the script for the two cutscenes (the ones before and after the fight). I don't know exactly which ones those are, but if you take a look at the Raven script source, in kor2 or kor_dark folder you should find it easily. Darth Sion likes this
Fuse294 Posted March 16, 2016 Posted March 16, 2016 (edited) I actually did a quick playthrough from Taspir2 Dark Side in devmap after I responded to this originally and it sounds like the track it's loading is inside another folder entirely. Of course one thing I can think of is to create a music folder in base, put the track inside and when the cinematic ends hit escape before you fight and type: music music/<whatever you called it>At least while I poke around and see if I cannot identify the offending files.You'll want to edit the script for the two cutscenes (the ones before and after the fight). I don't know exactly which ones those are, but if you take a look at the Raven script source, in kor2 or kor_dark folder you should find it easily. I also looked into the script and it doesn't actually state the music it should play, only what script to jump to next depending on circumstances, of course I don't have a program to properly view them so it shows something like these: IBI ÃõÈ? SET_CINEMATIC_SKIPSCRIPT kor2/endgame_ds_3_skip end_jaden4_DS `B sd_sound SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_MORELIGHT true SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_47 SET_ANIM_HOLDTIME_BOTH €¿ SET_WEAPON WP_SCEPTER # pB `A €? `A úD# lB `A ×OF œÌVE ®§5Å # dB `A ´B `A # hB ëQB # lB `A ×OF fwE ®§5Å x‚F x‚F @œD# lB `A ×OF Ï„E 35Å # dB `A ‡C `A # hB ßOÉ@ ÀZF @F úD# pB `A `A €? úD úD kor2/theClosingCredits imperial1_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_50 SET_ANIM_HOLDTIME_BOTH €¿ imperial2_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_49 SET_ANIM_HOLDTIME_BOTH €¿ imperial3_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_48 SET_ANIM_HOLDTIME_BOTH €¿ IBI ÃõÈ? SET_CINEMATIC_SKIPSCRIPT kor2/endgame_ds_3_skip player `B# xB# pB `A `A €? €?" boss_kyle rocks_clip end_jaden1_DS end_jaden2_DS end_jaden3_DS end_kyle1_DS end_kyle3_DS end_luke1_DS kor2/calm HC rocks zC end_cine_DS EDIT: After inspection I believe it may be tied into the kor_lite folder, try replacing the final_battle music in there too and see if that changes anything. Edited March 16, 2016 by Zeros Darok krkarr and Darth Sion like this MB2 Beta Tester / MB2 FA Assistant Dev
Darth Sion Posted March 16, 2016 Author Posted March 16, 2016 I'm actually also using "Jedi Academy: Enhanced". I did a brief playthrough, myself aswell. I copied and pasted the original mod (.pk3) into the 'jaenhanced' folder and re-loaded up, my saved game at the start of "map kor2" (console command) and used "noclip" to get to the Main Temple entrance. I noticed that my "explore" .mp3 was working (the "March on the Jedi Temple" soundtrack from RoTS) and while I was still just outside the main door to where Tavion is, I noticed the final_battle.mp3 kick in. Whether this would be the case, whilst playing a proper playthrough.. I don't know.Anyhow, I beat Tavion and moved onto Kyle. The music changed during the cut-scene, I believe, but as you said @, it played something else entirely straight after the cut-scene, during the actual gameplay. But I'm still trying to trigger that specific .mp3 to play automatically at the start of the duel and stop and the end of the duel (as we discussed previously, @@eezstreet).Again, maybe this can be done via a script of some sort..
Fuse294 Posted March 16, 2016 Posted March 16, 2016 Well there are 2 kor2 music folders, both have explore/action/final battle inside them which is kor_lite and kor_dark so that lite file might be another cause. The music that kicks in for kyle does sound like the rancor_action track but There is also this from the dms.dat file: dealsour_explore { entry { marker0 0.000 marker1 100.492 marker2 126.154 } exit { nextfile dealsour_etr00 time00 5.153 time01 26.487 time02 64.556 time03 93.205 time04 108.166 time05 138.145 } exit { nextfile dealsour_etr01 time00 9.143 time01 21.223 time02 43.388 time03 87.830 time04 116.589 } } dealsour_action { entry { marker0 0.00 marker1 65.166 marker2 100.575 } exit { nextfile dealsour_atr00 nextmark marker0 time00 4.765 time01 17.278 time02 26.365 time03 53.352 time04 57.175 time05 82.776 } exit { nextfile dealsour_atr01 nextmark marker1 time00 13.321 time01 91.953 time02 104.975 } exit { nextfile dealsour_atr02 nextmark marker2 time00 36.351 time01 44.386 time02 59.624 time03 70.075 time04 79.435 time05 95.511 } } rancor_explore { entry { marker0 0 marker1 46.103 marker2 88.328 } exit { nextfile rancor_etr00 time00 0.775 time01 5.319 time02 16.291 time03 43.222 time04 49.539 time05 63.725 time06 84.0 time07 103.623 } exit { nextfile rancor_etr01 time00 10.08 time01 26.820 time02 51.645 time03 68.213 time04 129.279 } } rancor_action { entry { marker0 0 marker1 54.928 marker2 88.315 } exit { nextfile rancor_atr00 nextmark marker0 time00 0.05 time01 2.737 time02 7.918 time03 10.079 time04 84.256 time05 90.440 time06 95.759 time07 105.562 time08 105.562 time09 111.159 time10 113.985 time11 118.03 } exit { nextfile rancor_atr01 nextmark marker1 time00 8.921 time01 24.975 time02 31.458 time03 35.586 time04 38.523 time05 56.3 time06 60 time07 65.549 time08 73.223 time09 77.467 time10 102.791 time11 123.9 time12 141.193 time13 144.02 time14 146.296 time15 151.234 time16 155.057 time17 157.329 } exit { nextfile rancor_atr02 nextmark marker2 time00 5.098 time01 9.309 time02 19.508 time03 74.323 time04 80.898 time05 86.123 time06 99.754 time07 132.448 time08 136.504 time09 148.230 time10 161.263 } } korrib_lite_explore { entry { marker0 0.000 marker1 20.170 marker2 51.645 marker3 73.201 } exit { nextfile korrib_lite_etr00 time00 40.866 time01 55.635 time02 68.222 } exit { nextfile korrib_lite_etr01 time00 0.200 time01 15.472 time02 77.914 time03 80.977 } } korrib_dark_explore { entry { marker0 0.000 marker1 56.300 marker2 81.901 marker3 97.970 } exit { nextfile korrib_dark_etr00 time00 0.100 time01 55.719 time02 69.607 time03 105.397 } exit { nextfile korrib_dark_etr01 time00 29.202 time01 82.004 } } korrib_action { entry { marker0 0.00 marker1 41.495 marker2 63.586 marker3 96.124 } exit { nextfile korrib_atr00 nextmark marker0 time00 0.100 time01 2.769 time02 7.929 time03 35.142 time04 41.429 time05 66.838 time06 101.731 time07 115.125 } exit { nextfile korrib_atr01 nextmark marker1 time00 10.161 time01 31.271 time02 33.499 time03 45.925 time04 48.117 time05 53.043 time06 63.397 time07 105.512 time08 108.174 } exit { nextfile korrib_atr02 nextmark marker2 time00 6.125 time01 15.027 time02 18.225 time03 38.181 time04 59.245 time05 76.386 time06 80.120 time07 92.516 } exit { nextfile korrib_atr03 nextmark marker3 time00 20.844 time01 24.075 time02 74.372 time03 85.475 time04 89.990 time05 117.480 } } final_battle { } vjun3_explore { entry { marker0 0.000 marker1 41.670 marker2 146.402 } exit { nextfile vjun3_etr00 time00 132.271 time01 144.739 } exit { nextfile vjun3_etr01 time00 13.138 time01 25.994 time02 85.175 } } vjun3_action { entry { marker0 0.00 marker1 8.256 marker2 65.554 } exit { nextfile vjun3_atr00 nextmark marker0 time00 7.785 time01 32.66 time02 47.516 time03 51.710 time04 65.674 time05 87.719 time06 105.684 time07 119.798 time08 125.561 time09 128.004 } exit { nextfile vjun3_atr01 nextmark marker1 time00 13.243 time01 20.037 time02 23.944 time03 36.96 time04 39.62 time05 54.14 time06 57.372 time07 81.623 time08 99.91 } exit { nextfile vjun3_atr02 nextmark marker2 time00 2.271 time01 15.017 time02 28.210 time03 42.557 time04 45.80 time05 69.571 time06 73.505 time07 93.482 time08 115.814 } } } kor_lite { explore korrib_lite_explore action korrib_action boss final_battle } kor_dark { explore korrib_dark_explore action korrib_action boss final_battle } } MB2 Beta Tester / MB2 FA Assistant Dev
Darth Sion Posted March 16, 2016 Author Posted March 16, 2016 Well there are 2 kor2 music folders, both have explore/action/final battle inside them which is kor_lite and kor_dark so that lite file might be another cause.Yeah, I noticed that.. I would've just thought that to trigger the "final_battle" version of the soundtrack in kor_dark, you'd have to choose "Dark Side", otherwise you only fight Tavion, if you choose "Light Side". But yeah, that could maybe be something..
Darth Sion Posted March 16, 2016 Author Posted March 16, 2016 I actually did a quick playthrough from Taspir2 Dark Side in devmap after I responded to this originally and it sounds like the track it's loading is inside another folder entirely. Of course one thing I can think of is to create a music folder in base, put the track inside and when the cinematic ends hit escape before you fight and type: music music/<whatever you called it>At least while I poke around and see if I cannot identify the offending files. I also looked into the script and it doesn't actually state the music it should play, only what script to jump to next depending on circumstances, of course I don't have a program to properly view them so it shows something like these: IBI ÃõÈ? SET_CINEMATIC_SKIPSCRIPT kor2/endgame_ds_3_skip end_jaden4_DS `B sd_sound SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_MORELIGHT true SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_47 SET_ANIM_HOLDTIME_BOTH €¿ SET_WEAPON WP_SCEPTER # pB `A €? `A úD# lB `A ×OF œÌVE ®§5Å # dB `A ´B `A # hB ëQB # lB `A ×OF fwE ®§5Å x‚F x‚F @œD# lB `A ×OF Ï„E 35Å # dB `A ‡C `A # hB ßOÉ@ ÀZF @F úD# pB `A `A €? úD úD kor2/theClosingCredits imperial1_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_50 SET_ANIM_HOLDTIME_BOTH €¿ imperial2_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_49 SET_ANIM_HOLDTIME_BOTH €¿ imperial3_DS `B SET_RENDER_CULL_RADIUS zD SET_BEHAVIOR_STATE BS_CINEMATIC SET_LOOK_FOR_ENEMIES false SET_WEAPON WP_NONE SET_ENEMY none SET_IGNOREENEMIES true SET_IGNOREALERTS true SET_IGNOREPAIN true SET_ANIM_BOTH BOTH_CIN_48 SET_ANIM_HOLDTIME_BOTH €¿ IBI ÃõÈ? SET_CINEMATIC_SKIPSCRIPT kor2/endgame_ds_3_skip player `B# xB# pB `A `A €? €?" boss_kyle rocks_clip end_jaden1_DS end_jaden2_DS end_jaden3_DS end_kyle1_DS end_kyle3_DS end_luke1_DS kor2/calm HC rocks zC end_cine_DS EDIT: After inspection I believe it may be tied into the kor_lite folder, try replacing the final_battle music in there too and see if that changes anything.Whilst I kept the original 'kor_dark' replacement, I've also just swapped out/replaced the "final_battle" sound file in the 'kor_lite' folder and from what I can tell, it hasn't actually changed anything. This is driving me nuts lol. Is there any way to edit a script into a new .pk3 (as you would any other file, in the assets) and tell the game to trigger a certain .mp3 for a duel and then stop, once the duel is finished and the games goes into another cutscene?
eezstreet Posted March 16, 2016 Posted March 16, 2016 Note: I said the script source (it's available in a .zip included with the JKA SDK). You're looking at the compiled IBI. Darth Sion likes this
therfiles Posted March 18, 2016 Posted March 18, 2016 Hmmm. Just had a quick peek around the kor2 script files. I'm worried that the music isn't triggered directly by the script, and that it just triggers an in-map entity that changes the music. I don't see any direct changes that are called upon in the scripts. But the entities may hold some secrets. I might be able to change the music manually...but I still think there should be a file you can replace to make it all work. Darth Sion and krkarr like this
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