DangerMuffin
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Posts posted by DangerMuffin
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Just figured out the issue! In Audacity it was defaulting the audio files to the 32 bit float setting instead of the 16 bit pcm setting. One more question, I am trying to make a full music replacer mod, what does the atr and etr files stand for? For example, I am replacing t1_fatal's music, and I've replace both the _explore and _action music with the ones I want, what steps do I need to take to make sure the music transitions well? Thanks again for the help!
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Ok, so I loaded into the level that I was editing the music for and I got this error: mp3err bad or unsupported file. Any common fixes for that? I had the mp3 set to 44100hz, with a 128 kbps rate
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Hello! I have been trying to put replace some music in game and so far I'm not having very good look with it. For example I wall convert the audio file to 44100Hz, and have it be stereo with a 128 Kbps bit rate. For some reason though it doesn't play when I load up the corresponding level, just silence. I have made it it's own separate pk3 file and named the file correctly with the right file path in the pk3. Any help would be appreciated.
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Hello! I'm working on a few ports of popular jedi academy mods to go with the upcoming vr port of jedi outcast by Dr. Beef. I have managed to port a few character models over from academy to outcast, but I was wondering if anyone here knows how to port a saber hilt from academy to outcast. Thanks!
Help With Making a music replacement mod
in Modding Assistance
Posted
So, I finally figured out how to get my custom tracks to play in game, but now I am a little confused on how to make my dream music overhaul mod. For levels like t1_rail, it's just one single track, easy peasy. But for the dynamic tracks found in pretty much every other level, how to I edit those to flow smoothly? I understand action and exploration music files, simple enough, but what does the atr and etr music files stand for? Thanks for all the help so far!