Externalize search map walk sounds to anitnsnd.2da
swit
Member, Translator (NDA) Posts: 495
In this particular case EE engine turns out to be less moddable than vanilla BG2 + TobEx. The problem lays in hardcoded walk sounds that are assigned to search map numbers. This is how it works:
Search map (SR.BMP files associated with areas) can have different colours (reference numbers of the search map) that represent type of ground. Here is what each colour means:
http://i.imgur.com/OHQmzop.png
EE engine has hardcoded search map walk sounds which makes some of the above mentioned references not usable. The most needed one (due to how often areas from IWD are reused in BG mods) is 11 - yellow colour (snow). In EE engine it uses the same walk sound as 12 - deep water (WAL_01), so when you walk on snow you can hear laud water splashes instead of walk on snow sounds.
To solve this problem TobEx externalized this into anitnsnd.2da, which works as follows:
Notice that above example has WAL_11 instead of WAL_01 assigned to search map reference 11, which allows us to have snow sounds instead of water splashes (after copying WAL_11 wav files into override).
Please unhardcode it. And if it's not possible than please change the hardcoded walk sound assigned to value 11 into unique sound reference, so we can use it in mods.
Search map (SR.BMP files associated with areas) can have different colours (reference numbers of the search map) that represent type of ground. Here is what each colour means:
http://i.imgur.com/OHQmzop.png
EE engine has hardcoded search map walk sounds which makes some of the above mentioned references not usable. The most needed one (due to how often areas from IWD are reused in BG mods) is 11 - yellow colour (snow). In EE engine it uses the same walk sound as 12 - deep water (WAL_01), so when you walk on snow you can hear laud water splashes instead of walk on snow sounds.
To solve this problem TobEx externalized this into anitnsnd.2da, which works as follows:
The first value is the reference number of the search map, the second is the reference of the sound and third - how many sounds are available (a-d =4).
2DA V1.0
*
WALK_SOUND WALK_NUM
0 * *
1 WAL_04 4
2 WAL_MT 4
3 WAL_02 4
4 WAL_05 4
5 WAL_06 4
6 WAL_01 4
7 WAL_03 4
8 * *
9 WAL_02 4
10 * *
11 WAL_11 4
12 * *
13 * *
14 * *
15 WAL_04 4
Notice that above example has WAL_11 instead of WAL_01 assigned to search map reference 11, which allows us to have snow sounds instead of water splashes (after copying WAL_11 wav files into override).
Please unhardcode it. And if it's not possible than please change the hardcoded walk sound assigned to value 11 into unique sound reference, so we can use it in mods.
Post edited by swit on
5
Comments
For the moment, it's very difficult to create new stories happening in the mountains and the snowy plains, if at each step that the heroes make in the snow the EE engine sends us a "splash splash"!