Combining BCS top-extending with BCS replacement (for music)
chimeric
Member Posts: 1,163
I'm following Talon's tutorial on adding new music, and what he says is that Weidu can add tunes but chooses tune ids dynamically, like it does most things, so that proper tunes are played no matter what the installation. Thus, if I want to change the daytime music for the Nashkel Fair, I need to put this bit of code in the tp2 file:
MKDIR ~music/FDAY~ COPY ~Fair/FDAY/FDAY1_#.acm~ ~music/FDAY/FDAY1_#.mus~ ADD_MUSIC ~FDAY1_#~ ~Fair/FDAY/FDAY1_#.mus~ COPY ~Fair/AR4900.bcs~ ~override~ REPLACE TEXTUALLY MUSIC ~%FDAY1_#%~My question is, can I use the REPLACE TEXTUALLY command with an EXTEND_TOP instead? I don't want to override the area script for the Fair entirely with my own, I want to add my bit to it, with a SetMusic action, and then do the text substitution.
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So, right now I have: Also, just to make sure: the BAF thing is only important if adding particular entries to 2DA and IDS files that I don't want mixed up, right? That's the impression I got from the discussion at G3. If a mix-up in strings is not an issue, then I can append a normal BCS. Correct?
More or less, although I find it easier to write/edit bafs with notepad, rather than do it in NI/DLTCEP. Matter of taste, really.
Another question, for those who've done this music-swapping thing, is whether there is a ready scheme for a combination of SetMusic actions, something convenient and smart that'll spare me the effort of inventing it whole-cloth. You see, I can set the daytime tune directly for the area in Near Infinity, but that way there is no swapping of tunes, if I want to have several; thus I need to use a few Set Music commands. What's more, the music is supposed to be actually played by a band of musicians in the center of the area, and these NPC are busy (not talking) when performing a tune. For the player to start a conversation with one of them, he needs to catch them in an interval between tunes. I'm thinking of doing it through SetMusic actions that set a global, and then timing the reset of the global to the length of the tunes. But what's going to happen if a fight breaks out? I suppose I could hang the globals on ActuallyInCombat()...
But if there is a simpler way, go ahead and tell me.
P.S. Trees. Who has replaced or redrawn tree bams? What are their filenames?
Editing a tree would require editing the TIS file and the wall polygons in the .WED file.
http://www.simpilot.net/~sc/dltcep/areamaking/wallgroups.htm
This is what you see when you turn the wall polygons on in Near Infinity:
Here is the tp2 entry for the first of the three tunes for the Fair's daytime (tune A): Here are the contents of the same tune's MUS file, FairdA.mus: