Example:
PC Modders can just build a new core.lvl! Use the below information to help you figure out your process. Here's some help though, a new core.req:
Code: Select all
ucft
{
REQN
{
"bnk"
"align=2048"
"global"
}
REQN
{
"config"
"global"
}
REQN
{
"loc"
"english"
"spanish"
"italian"
"french"
"german"
"uk_english"
}
REQN
{
"texture"
}
REQN
{
"texture"
"platform=ps2"
"specular"
"fogspread"
}
REQN
{
"texture"
"platform=xbox"
"cube_normalizationmap"
"specularspot"
"attenuation_volume"
"specularcubemap"
}
REQN
{
"texture"
"platform=pc"
"cube_normalizationmap"
"hemisphere_normalizationmap"
"specularspot"
"attenuation_volume"
"linear_ramp"
"specularcubemap"
}
REQN
{
"shader"
"platform=xbox"
"transform_unskinned"
"transform_skinned"
"transform_skinned_normals"
"transform_skinned_binormals"
"transform_hardskinned"
"transform_hardskinned_normals"
"transform_hardskinned_binormals"
"lighting_vertex_diffuse"
"lighting_vertex_spec"
"lighting_vertex_diffuse_spec"
"normal_shader"
"stencilshadow_shader"
"terrain_shader"
"sprite_shader"
"interface_bitmap_shader_notexture"
"interface_bitmap_shader_texture"
"interface_maskedbitmap_shader"
"interface_vector_shader"
"particle_shader"
"lightbeam_shader"
"skysun_shader"
"dropshadow_shader"
"staticshadow_shader"
"water_shader"
"sample_shader"
"copy_shader"
"screenspace_shader"
"flare_shader"
"skyfog_shader"
"transparent_shader"
"filtercopy_shader"
"colorcontrol_shader"
"foliage_shader"
"prereflection_shader"
"normalmapadder_shader"
"focusblur_shader"
"specular_shader"
"ocean_shader"
"detail_shader"
"detail_transparent_shader"
"refraction_shader"
"decal_shader"
"shield_shader"
"bump_shader"
"zpass_shader"
}
REQN
{
"shader"
"platform=pc"
"normal_shader"
"interface_shader"
"particle_shader"
"terrain_shader"
"sprite_shader"
"skyfog_shader"
"foliage_shader"
"lightbeam_shader"
"scroll_shader"
"flare_shader"
"sample_shader"
"rain_shader"
"normalmapadder_shader"
"prereflection_shader"
"water_shader"
"stencilshadow_shader"
"shadowquad_shader"
"specular_shader"
"detail_shader"
"ocean_shader"
"refraction_shader"
"decal_shader"
"filtercopy_shader"
"shield_shader"
"bump_shader"
"zprepass_shader"
}
}
High level steps for replacing button sounds (for console or injecting into core.lvl without source):
1. Copy global.sfx and global.snd from 'modtools/assets/common/sound' to wherever you'd like to munge them, like your project's 'Common' folder or your project's sound/global folder. Make sure wherever you are munging from, your req has been updated with:
Code: Select all
```
REQN
{
"bnk"
"align=2048"
"global"
}
REQN
{
"config"
"global"
}
```
2. Place the following new files in the 'effects' folder in 'data_ABC/Sound/global':
--brnbeep1.wav
--ui_cancel.wav
--ui_keyboardtype.wav
--ui_menuBack.wav
--ui_menuMove.wav
--ui_planetzoom.wav
Most of those filenames are self explanatory, but a couple aren't. brnbeep1.wav is the rocket lock on sound effect, and *importantly* ui_planetzoom.wav is the sound effect for when you enter a menu button or hit accept.
3. Munge however you wish.
4. Check your munged folder (for example, under _BUILD/Sound/global/MUNGED/xbox) for your newly munged global.bnk and global.config. These are what you want. Make sure they're recent.
5. Use LVLTool (https://github.com/BAD-AL/LVLTool) to open up the core.lvl of your choice (make sure to keep a backup if needed!) and replace
Code: Select all
```.V"&^```
Code: Select all
```global.snd_```
6. Congrats, you should have new button sounds on your menus!
Again, I'm not sure if this works on PC, but I imagine it would be no different.
This would not be possible without BAD-AL's LVLTool making file injection into lvls possible, as otherwise we wouldn't be able to rebuild core.lvl for Xbox due to the absence of source files for the shaders!