Automatyk
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Posts posted by Automatyk
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Hi,
I appologize for english but I have a little question, can someone tell me what these events mean?
- ue_01_loginscreen_enter
- ue_01_loginscreen_exit
- ue_02_hangar_enter
- ue_02_hangar_exit
- ue_03_lobby_enter
- ue_03_lobby_exit
- ue_04_loadingscreen_enter
- ue_04_loadingscreen_exit
- ue_05_arena_enter
- ue_05_arena_exit
- ue_06_result_enter
- ue_06_result_exit
Thanks a lot for answer!
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Thx ;)
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I would like to create a mod (probably based on externalmusicsources.bnk) that will play music in battle (and maybe in hangar too). I have lets say 10 mp3 with some soundtrack. I need something like a wwise project for latest externalmusicsources.bnk. Something that let me create such mod fast, without too much time spending on clicking on "1000's" wwise options. Could someone share a wwise project for this bank with me? Alternatively I can give my mp3's to such person, and he can create it on its own.
All what you need is in the first post or in my thread on the polish website
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That will not work because google translator only allows up to 5000 characters.
the project xml files with the russian comments are over 5000 characters, and are spread out throughout different xml nodes.
So, what a problem? Split xml into several pieces.
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The Google translator will be useful :-)
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Hi,
Now all works fine :)
Best regards,
Automatyk
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There was an inaccuracy in the initial instruction with invalid keys in audio_mods.xml. I've updated the first post and included the English translation of revised instruction. Please feel free to share it with English-speaking community of mod makers. :)
Thank you very much for reply and fix problem :) I will try in my free time.
Thanks a lot.
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Hi, sorry for english
I tried creating voice mod a new method "sound_mods.xml" like in tutorial in first post but nothing doesn't work. I spent a lot of time and I tried and tried, changing some settings but nothing doesn't work. Old method using "engine_config.xml" works very fine. Can someone tell me why? Does it work for someone?
Best regards
Automatyk -
В engine_config:
Добавить:
<SFX_soundbanks_loadonce>
<project>
<name> voiceover.bnk </name>
</project>
и все будет ок.
Omg, you are great man :) Thx, all works fine. But I am confiuse what WG doing... From patch to patch, all is more difficult and more misterious
Best regards
Automatyk
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Andre_V, I have all like you on the screenshots and I am using only names of events in file of "voiceover.bnk" like you. I do not use the file "sounds_notification.xml," but it still did not work. I do not know why.
If the sound does not change in patch 9.17, why my sound does not want to play (only lightbulb and sight_enemy...)? In patch 9.16 everything was fine.
Rhetorical question ... I am still looking for solution.
All WG ..
Greetings
Automatyk -
Hi,
I have question. Since the lunch of version 9.17 disappeared lightbulb sound and enemies_sighted sound from mods of sounds (maybe disappeared more sounds but I notice only these ones). Who knows what changed in version 9.17? In file sounds_notification.xml all is the same as in version 9.16, but mentioned earlier sounds do not work.
Best regards
Automatyk -
Thx very much :)
Automatyk
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Hi,
At the begining I appologize for my english, but can someone of you tell me what changed in patch 9.16 with RPTC?
To 9.15 we had:
How is now in 9.16, because when I'm changing position of volume bars voices are the same loud before and after change?
Best regards
Automatyk
Official WWISE project for WoT
in Modding General Discussion
Posted
Any changes for 1.3.0 version for project of the events?