Post by Valky on Feb 13, 2017 12:03:36 GMT
How to create own Sound Emitter objects for custom maps
Beginning Notes:
I made a template file called "soundpoint_template.ark.xml" ready for you, to keep it as simple as possible
"soundpoint_template.ark.xml" is based on the original "18021985386935992.ark.xml"
"sound_emitter.png" and "speaker.xbg" are not needed, but I highly recommend to use it
All three files are packed into "sound-emitter.zip"
Steps for *.ark.xml:
1 - Download "sound-emitter.zip" from the attachment
2 - Open "soundpoint_template.ark.xml"
3 - At line 6, change "Sound Emitter Template" to your own name, example "Test Sound 01"
4 - At line 7, change "_template" with your own name, example "_test01"
5 - At line 9, change "_Template" with your own name, example "_Test01"
6 - At line 30, change "FFFFFFFF00000000" with the sound you want *1
7 - Save the file with an own Archetype Number, example "9999000001.ark.xml" *2
8 - Convert your new "9999000001.ark.xml" to "9999000001.ark.fcb" with Dunia Tools
9 - Place and save "9999000001.ark.fcb" into YOUR_MOD_FOLDER\entityarchetypeslibrary\9999000001.ark.fcb
Steps for object_inventory.xml:
1 - Download "sound-emitter.zip" from the attachment
2 - Place and save "sound_emitter.png" into YOUR_MOD_FOLDER\ingameeditor\thumbnails\pc\sound_emitter.png
3 - Place and save "speaker.xbg" into YOUR_MOD_FOLDER\ingameeditor\visualmesh\speaker.xbg
4 - Open your "object_inventory.xml" from YOUR_MOD_FOLDER\ingameeditor\object_inventory.xml
5 - Add the following line into the object inventroy:
6 - Change the ending of the entry Id "_template" with the name you took in the *.ark.xml
7 - Change "Sound Emitter Template" with the name you took in the *.ark.xml
8 - Change "YOUR_ARCHETYPE_ID" with the number you took for saving the *.ark.xml, example ArchetypeId="9999000001"
9 - The new added line should now look like the example:
10 - Save your "object_inventory.xml"
Final Steps:
1 - create a backup of your existent patch_hd.dat/fat in your FC4 install path
2 - pack your mod with gibbed tools and name it patch_hd.dat/fat
3 - move your packed patch_hd archives into your FC4 install path
4 - Open your editor and test it
Ending Notes:
*1 Search in the game files for "sndptSoundPoint" or "EEACC4D5" and take those values. Example: 02F62F0000000000 = Seeker Sound // 4411170000000000 = Fire Sound
*2 Before you create an own new Archetype, please make sure your number is not already used by another modder here.
"sound_emitter.png" is a thumbnail for the editor's object browers
"speaker.xbg" is a visual mesh, which is only visible while mapping - so you are able to move the object. Without the visual mesh you would not see anything and cant grab the soundpoint again once placed. With the visual mesh, you can grab it all the time but it wont show while playing the map. The sound will never disappear, it's always playing (this can be set in the *.ark.xml)
If you dont change the lines 3, 4, 5, 14 and 15, everyone is able to hear your custom sound emitter - even when someone does not have the mod installed.
If you dont use the provided visual mesh, please change VisualMesh="ingameeditor\visualmesh\speaker.xbg" with VisualIcon="0" so you are able to see it while mapping.
Beginning Notes:
I made a template file called "soundpoint_template.ark.xml" ready for you, to keep it as simple as possible
"soundpoint_template.ark.xml" is based on the original "18021985386935992.ark.xml"
"sound_emitter.png" and "speaker.xbg" are not needed, but I highly recommend to use it
All three files are packed into "sound-emitter.zip"
Steps for *.ark.xml:
1 - Download "sound-emitter.zip" from the attachment
2 - Open "soundpoint_template.ark.xml"
3 - At line 6, change "Sound Emitter Template" to your own name, example "Test Sound 01"
4 - At line 7, change "_template" with your own name, example "_test01"
5 - At line 9, change "_Template" with your own name, example "_Test01"
6 - At line 30, change "FFFFFFFF00000000" with the sound you want *1
7 - Save the file with an own Archetype Number, example "9999000001.ark.xml" *2
8 - Convert your new "9999000001.ark.xml" to "9999000001.ark.fcb" with Dunia Tools
9 - Place and save "9999000001.ark.fcb" into YOUR_MOD_FOLDER\entityarchetypeslibrary\9999000001.ark.fcb
Steps for object_inventory.xml:
1 - Download "sound-emitter.zip" from the attachment
2 - Place and save "sound_emitter.png" into YOUR_MOD_FOLDER\ingameeditor\thumbnails\pc\sound_emitter.png
3 - Place and save "speaker.xbg" into YOUR_MOD_FOLDER\ingameeditor\visualmesh\speaker.xbg
4 - Open your "object_inventory.xml" from YOUR_MOD_FOLDER\ingameeditor\object_inventory.xml
5 - Add the following line into the object inventroy:
<Entry Id="fcx_sound:emitters/soundpoint_template" Display="Sound Emitter Template" Thumbnail="sound_emitter" VisualMesh="ingameeditor\visualmesh\speaker.xbg" SourceType="0" Sync="True" ObjectCost="0" ObjectType="0" ArchetypeId="YOUR_ARCHETYPE_ID" />
6 - Change the ending of the entry Id "_template" with the name you took in the *.ark.xml
7 - Change "Sound Emitter Template" with the name you took in the *.ark.xml
8 - Change "YOUR_ARCHETYPE_ID" with the number you took for saving the *.ark.xml, example ArchetypeId="9999000001"
9 - The new added line should now look like the example:
<Entry Id="fcx_sound:emitters/soundpoint_test01" Display="Test Sound 01" Thumbnail="sound_emitter" VisualMesh="ingameeditor\visualmesh\speaker.xbg" SourceType="0" Sync="True" ObjectCost="0" ObjectType="0" ArchetypeId="9999000001" />
10 - Save your "object_inventory.xml"
Final Steps:
1 - create a backup of your existent patch_hd.dat/fat in your FC4 install path
2 - pack your mod with gibbed tools and name it patch_hd.dat/fat
3 - move your packed patch_hd archives into your FC4 install path
4 - Open your editor and test it
Ending Notes:
*1 Search in the game files for "sndptSoundPoint" or "EEACC4D5" and take those values. Example: 02F62F0000000000 = Seeker Sound // 4411170000000000 = Fire Sound
*2 Before you create an own new Archetype, please make sure your number is not already used by another modder here.
"sound_emitter.png" is a thumbnail for the editor's object browers
"speaker.xbg" is a visual mesh, which is only visible while mapping - so you are able to move the object. Without the visual mesh you would not see anything and cant grab the soundpoint again once placed. With the visual mesh, you can grab it all the time but it wont show while playing the map. The sound will never disappear, it's always playing (this can be set in the *.ark.xml)
If you dont change the lines 3, 4, 5, 14 and 15, everyone is able to hear your custom sound emitter - even when someone does not have the mod installed.
If you dont use the provided visual mesh, please change VisualMesh="ingameeditor\visualmesh\speaker.xbg" with VisualIcon="0" so you are able to see it while mapping.