Now you can build custom arrangement for the stages.
All you need is 6 audio clips in ADX format. To get your music in that format, you may use the encoder I included. -> http://www.megaupload.com/?d=V2EYHF0K
To get it to work, first you need to create exactly 6 audio tracks:
Intro (10-20 sec)
Main, Key loop (about one minute (+ 1/2 min))
Rushing1 beat (short intro: 4-16 beats)
Rushing1 (loop)
Rushing2 (short intro: 4-16 beats)
Rushing2 (loop)
in WAV format; then encode them in ADX and build a sound bank with the CSB packer. This tool makes use of the original CSBs for reference and creates a derivative, using your samples. So make sure you choose a Stage-specific CSB. Rival music is not supported. Maybe later…
btw. If you use utf_tab02 to unpack CSBs, you will get 3 AAX files. As you know, they differ from one another, depending on the tension of the fight.
Each AAX file contains 2 clips: short intro + looping clip. At the moment it is not possible to literally “repack” them, using this tool. Only adx, sorry
Could you explain what the 6 different clips need to sound like (in length etc)? I’m just wondering how you would get 6 sound clips if you just wanted one song to play throughout the whole fight (without changing at all).
Sorry, i’m not very good with sound editing stuff.
I can’t say for sure… It could be steam? I don’t know for sure. Are you accessing the CMD as administrator? What dat files do you want ??? I’ll try and send them to you. Just click on my aim or msn if you have it.
For those wondering about fireball textures and such, they are located in the VFX.emz file within the characters folder. I warn everyone now there will be a lot of work before fireballs are rainbow coloured and what not.
I’ll be making templates PSD format so others don’t have to struggle when doing pallet swaps. All you will need to do is rename them and save them as the correct DDS format. On a side note, not all the files are saved the same. I’ll try to work in a layer that can be deleted, telling the correct save format.
I will be starting with Chun li and moving on from there. I’ll try to do them all. You can save them as any color so long as you infuse them with the correct save name to the correct dat file, after which you save it as the corresponding EMZ (IE: for colour one you will save as SKR(characer)_01(costume)_01(colour).col(tells SF4 that it’s a color).emz(the zip type) Then replace the original colour with your file. MAKE BACKUPS ALWAYS.
For starters you’re missing -q and your file should be an EMZ file. Like this:
offzip.exe -q -m 16 -a -z -15 YOUR_FILE.emz your_folder 0
This extracts 00000010.dat to your_folder. Make sure the folder exists in the same directory as offzip.exe.
If it still doesn’t work I don’t know what to tell you.
What are you talking about… I don’t add q and it still works on mine… Look at my tutorial on page 4. He did it step by step the same way most of us do it. To know exactly what’s wrong we need the error code.
Maybe not the problem, but I use it and it works, therefore I mention it. It’s not like it destroys you for putting it in. One of the other two things I mentioned were more likely to be the problem anyway (destination directory not existing or file entered wrong).
I think it is possible to play continually a whole song only during the rival battles, when the game does not change the pace of the music: then you will need 2 clips: intro of the song and main loop (1-2 minutes, i.e. verse + chorus). But I still haven’t implemented support for rival music. Unless we find a way to prevent the game from changing the music (by modding executables), we can only change what sounds, but not how it sounds…
…
To use a song as a BGM you have to choose which parts are suitable for the fast-paced part, and which - for the rest.
When a fight begins, the games plays 1st clip. It is best to keep it about 20 seconds ± 5sec. Immediately after it comes the 2nd one, which loops over and over until someone’s life gauge falls below 10-20 % or both players have full revenge meter or someone fired up an Ultra/Super. When one of these critical situations occur, it’s time to play 3+4 or 5+6. 5th & 6th are played always last, when the round is about to finish.
So if I had to split up a song into 6 parts, 1st and 2nd are the verse+chorus part, 3rd & 4th - culmination/bridge/interlude, 5th & 6th - outro-like culmination. In most stages length of 3+4 = 5+6 = about 20-30 seconds. Even numbered clips are being replayed over and over.
But in CNX stage 3rd & 5th clips are 144 bytes in wav format (say, nothing). 4th & 6th are being looped, despite the fact, that 3rd & 5th are empty.
So you may leave clips 3 & 5 with zero length and still pack them, while 4th & 6th will contain the coolest parts.
If you ask me, I would choose an instrumental song, or the lyrics will get messed up :looney:
Here’s what I chose for the Pitch Black Jungle, exemplary clips to help you as a guideline: http://www.megaupload.com/?d=QRIAT97Q
Try and see what’s best.
goshanes:
That’s some cool shit with the looping BGMs. It sounds like a lot of work but I might give it a try one of these days.
This is just an idea that came to me when you mentioned vocals… IIRC the vocal version of Indestructible plays on certain time attack/ survival stages without “rushing” or “intro” segments, correct? The same is true for rival music. Maybe if you exchanged the original stage music with rival music, then replace with your own custom music, it would play without interruption? I haven’t tried this myself yet though.
Do you want it? It’s basically just color 6 with black instead of white. Her hair and face textures are what I changed the most. It’s coded for color 6 so if you want it for a different color you better say which before I bother upload it.
Goshanes thanks for your work so far! Do you think you can work out how to change the non-stage music (main menu, character select, online lobbies, etc.)?