Area maps, editing
chimeric
Member Posts: 1,163
I know area editing is a whole separate field, and I don't really need the ins and outs of it, but there is a small change in an area I'd like to do, so I'm looking for information on how. What I want is to repaint, in an editor, a little bit of the scenery. The side of a house. Nothing else is going to change about the area - the actors, the lighting map, entrances, all will stay the same. Just this cosmetic touch. So how would I go about exporting-importing for this, in Near Infinity?
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An example would be
SetMusic(DAY,OH4000)
which will set the day song of the current area to OH4000.MUS.
It's another option, though its one that is mainly there for if you want the music to play under a given set of circumstances.
@chimeric - Once you've added the song to SONGLIST.2DA, you can play it with script action PlaySong(I:Song*).
Keep in mind that a MUS file is actually a playlist. The actual music is stored in acm format sound files (the song is chopped into segments so that it can either loop or fade-out as needed) in a folder the same name as the MUS file.
http://gibberlings3.net/iesdp/file_formats/ie_formats/mus.htm
Here's a tutorial on how to use the AddMusic function in WeiDU to add your custom song to SONGLIST.2DA.
http://forums.pocketplane.net/index.php?topic=56.0
Thanks, @AstroBryGuy - I'll have a look at the MUS method. But ACM files, apparently, are split up so the tune can fade out. How many parts does it need to be broken in? For the standard music we hear, it seems that it can stop and fade practically any time, quickly, but the tunes are sometimes a minute or two long. Does it mean I have to make 50 mini-tunes for one custom tune's playlist!?
http://gibberlings3.net/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Song_entries
You could script something to change the song randomly via the SetMusic command @elminster mentioned above.