the Phrozen Forums
  General Mod Making
  Monster Sounds

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Monster Sounds
Sear999
Squire

Posts: 39
From: California
Registered: Jul 2001

posted 05 December 2001 17:13     Click Here to See the Profile for Sear999   Click Here to Email Sear999        Reply w/Quote   
Hello

Ok, let me try to explain what I'm trying to do. I've replaced one of the gorgon unused monsters with another monster. I want to change the sounds so it sounds like what it is instead of having the gorgons sounds.
Any help on how I can do this is Much appriciated.

IP Logged

internet_roadkill
Squire

Posts: 33
From: IL, USA
Registered: Sep 2001

posted 05 December 2001 17:35     Click Here to See the Profile for internet_roadkill   Click Here to Email internet_roadkill        Reply w/Quote   
Look in sounds.txt, it's where I found how to change the sounds for my monster and npc graphic swaps.

[This message has been edited by internet_roadkill (edited 05 December 2001).]

IP Logged

jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
Registered: Jan 2001

posted 05 December 2001 21:54     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
Gorgons share the same sound as one or more other monsters...the claw vipers being one of them, I think.

As far as I know, the gorgon rows are harcoded to pick that monster sound. If you change it for them...you will end up changing other monsters as well.

I used the gorgon rows only for monsters that seemed to "fit" with a hissing sound.

I used the chaos horde and fire beast rows (which are silent) for all others. Or I do a token change on an existing monster whose sound is appropriate for the new monster I want to create.

------------------
- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

IP Logged

Khan
Moderator

Posts: 373
From:
Registered: Feb 2001

posted 06 December 2001 06:35     Click Here to See the Profile for Khan   Click Here to Email Khan        Reply w/Quote   Visit Khan's Homepage!
But if you use monsters that have no sound affiliated with their slot you won't be able to give them any sound at all, right?

------------------
www.VKmods.de

Middle Earth Mods

IP Logged

jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
Registered: Jan 2001

posted 06 December 2001 11:30     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
Yeah, that's the downside. Which is why some of my new monsters use the rows for monsters whose sounds I "approve of."

I cloned the bear to a zombie row, for example, because the zombie grunt was about as close as I figured I'd get to a bear's growl.

------------------
- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download at http://www.fileplanet.com/dl/dl.asp?/planetdiablo/phrozenkeep/mods/sic_beta.zip - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

IP Logged

sozotrunks
Moderator

Posts: 539
From: Someplace, You don't, Live
Registered: Feb 2001

posted 06 December 2001 12:35     Click Here to See the Profile for sozotrunks   Click Here to Email sozotrunks        Reply w/Quote   Visit sozotrunks's Homepage!
On a similar note, can you change NPC sounds? Not the overlaying messages with text but the messages like "hello" and "stay a while, and listen". With a lot of gfx swapping and ds1 editing, it still leaves me with problems with their sounds.

NOTE: Boo-ya! 500 posts.

------------------
"I'd love to stay and help...only I'm not going to."
Bluntness is key, use it wisely

IP Logged

Syntaks
WarLord

Posts: 231
From:
Registered: Sep 2001

posted 06 December 2001 15:46     Click Here to See the Profile for Syntaks   Click Here to Email Syntaks        Reply w/Quote   
I don't see why you can't just replace .wav files ... weird..

------------------
"Embrace this moment, remember/ we are immortal, all this pain is an illusion"

-Tool

IP Logged

internet_roadkill
Squire

Posts: 33
From: IL, USA
Registered: Sep 2001

posted 06 December 2001 17:07     Click Here to See the Profile for internet_roadkill   Click Here to Email internet_roadkill        Reply w/Quote   
You can change the greetings used by the npcs in sounds.txt. Just copy the entry in column b(filename) from the npc you want to use over the one you are replacing. For example, in my mod I have replaced Akara's graphic with Lysanders, so I copied the entry in column b for Lysander over the entry for Akara. Everything has worked fine for me by just copying that entry, and leaving the others alone. I believe I got a crash when I copied more than just the one entry, but I'm not sure...I've seen alot of crashes while mod making.

As for the gorgons, I was unable to locate any entry for them in sounds.txt, the closest thing was a serpent demon line, which would fit both the claw vipers and the gorgons. You might be able to find sounds that would fit both the claw vipers and what you cloned over the gorgon lines for each of the different sound effects, but that would take a lot of looking, and would not be an ideal fix for the problem.

IP Logged

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c