Alright, sorry everybody. haven't looked at this section for a while. Gonna try and answer your questions now.
Hello all, I am working on a custom Taunt sound pack and I've drawn a blank.
I have the sound file I want to replace the files with and know what files must be replaced, but when i replace them and press c, nothing happens.
Things I have tried:+ Changed 'MP3' to 'Wav'
+ Checked if the clips are of the right length
+ Checked if the audio files produce sound.
--I have tried all of the above--
Help please!!
Thanks
Boris
How did you change the format? (mp3 to wav)
I see you didn't manage to change the format of the audio files correctly, but on balance you did change the format of your forum post
. If you'd like to replace in-game sounds, all you need to do is get a file with the exact same format (most audio tracks are .ogg or .wav) and the exact same name of the file you're going to replace, then copy and paste it. If you get a notification asking you if you want to overwrite the files, say "Yes". If you didn't get any notification, you must have done something wrong --> Check your Warband Cache on Steam, reinstall the files you overwrote or try with other files. Any spelling mistake will lead to the modifications not to work. Therefore, I'd suggest that you click on the file you want to replace, then press F2, then CTRL + C. Paste the content over to the file you're going to use, then replace the old file with the latter.
I'm trying to make my own .brf file so I can put models in there, rather than just put models in a pre-existent .brf folder. Any tips? Because every time I do, it doesn't work.
Yes, it's definitely possible. Either copy one of the existing BRFs, then empty it off all the things it contains or go to OpenBRF and click on File --> New, then save the file in the Resource folder of the mod you're working on. After doing this, head to the file called module.ini in your main module folder (basically its root directory, where you can find all text files such as scripts.txt, scenes.txt). Search for a string starting with load_mod_resource(for instance load_mod_resource = shipcrew). Copy this string and paste it below. Replace "shipcrew" (the BRF s name) with the very name you gave to your own BRF. Let's say we called our BRF "ie_airplanes". We are going to need to add a string reading load_mod_resource = ie_airplanes after the NW resources have been loaded. You could actually put this new string everywhere, but generally is better to append modifications at the end of the current declarations. If this sounds confusing, just look at Iron Europe's module.ini file and its Resources files as a reference.
If any of you still has further questions, please do not hesitate and ask. I'm going to check this board more frequently from now on.