Posted by: Lord of the Dead - Saturday, May 30, 2009 7:05:20 PM
Hey there! I need some help with Extracting, Editing and Encoding sound files. I do have Final big. but i don't know where to go from there. I want to customize the what the units say when you click on them and tell them what to do. How do i do that? and after doing so, How do i put them back into the game so that they sound like what you edited? Thanks Lord of the Dead

Posted by: bel3ve - Monday, June 1, 2009 11:49:13 AM
If your adding a new sound its just a simple but long process. This is for zero hour. The sound file should be a wav with a project hertz of 44100 or 22050. (Don't ask me why) The wav file should go in Command & Conquer(tm) Generals Zero Hour / Data / Audio / Sounds - If any of the folders data audio or sounds are not there, just make them. - You might have a different name for the default c&c generals zh folder. - Remember the name of the wav EXACTLY - All the sounds can be found in the Sound related BIG files. (speechenglish.big) From there extract INIZH.big using FinalBig. Take your SoundEffects.ini and these others. - For Weapons - weapon.ini - For things like my unit just died (explosion) - FX list - For a person talking - the ini file under ini / object <- from there its pretty easy to find what file your units in (americainfantry[smile] ) - There are some more but that's most of them . In SoundEffects.ini open it up and use this code - Voice [code]AudioEvent (NameYourSound) Sounds = (WAVFileNameEXCACTLY) Control = random Volume = 60 Type = ui voice player End[/code] - Sound(like a weapon shooting) [code]AudioEvent (NameYourSound) Sounds =(WAVFileNameEXCACTLY) Volume = 95 Limit = 3 ;or any other number limit... PitchShift = -10 10 VolumeShift = -20 Control = interrupt random Priority = normal Type = world shrouded everyone End[/code] - The WAV file name should be the name of your audio sound - The Name your sound is any name you want your sound to be called (easier to just name it the audio files name) - There are more sound types and different controls, priorities etc. Just hunt for a sound with them to find them. After That the sounds go here - FX list FXList YetAnotherNameForTheSound Sound Name = TheSoundNameUsedIn(YourSoundName) End End - From there FX's can be used in different places. Death of a Unit Rocket Shooting, and others. Its only there for complicated sounds with particles or just particles... - Weapon Weapon MarauderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 10 ProjectileObject = MarauderTankShell[color=red] FireFX = WeaponFX_GenericTankGunNoTracer[/color]; <- A place for an FX list! VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ; look up ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation[color=red] FireSound = MarauderTankWeapon[/color] RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End - Voice ;------------------------------------------------------------------------------ Object AmericaInfantryMissileDefender ; *** ART Parameters *** SelectPortrait = SAMissleDefender_L ButtonImage = SAMissleDefender UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaChemicalSuits ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;***NOTE*** ;A little history -- the MissileDefender now uses the assets of the TankHunter. ;The TH uses assets of the GLA tunnel defender, and the TD uses assets of the NEW ;MD. It was a design/art/code decision because the new missile defender animations ;don't suit that of a mobile/offensive unit with packing and unpacking. DefaultConditionState Model = NITHNT_SKN IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30 IdleAnimation = NITHNT_SKL.NITHNT_IDA IdleAnimation = NITHNT_SKL.NITHNT_IDB AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 TransitionKey = TRANS_Stand WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponLaunchBone = SECONDARY Muzzle End AliasConditionState = REALLYDAMAGED ConditionState = FIRING_A Animation = NITHNT_SKL.NITHNT_ATA AnimationMode = ONCE TransitionKey = TRANS_START_FIRING End AliasConditionState = FIRING_A REALLYDAMAGED ConditionState = BETWEEN_FIRING_SHOTS_A Animation = NITHNT_SKL.NITHNT_STA AnimationMode = ONCE ; this is basically a trick: this guy has a nontrivial animation for firing, ; and a long recycle time between shots. we want him to finish his fire animation ; (unless he's ordered to do something else), so this is just a handy trick that ; says, "if the previous state had this transition key, allow it to finish before ; switching to us, if possible". WaitForStateToFinishIfPossible = TRANS_START_FIRING End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ConditionState = MOVING Animation = NITHNT_SKL.NITHNT_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED ConditionState = RELOADING_A Animation = NITHNT_SKL.NITHNT_ATA 10 AnimationMode = ONCE ;WeaponLaunchBone = PRIMARY WeaponA End AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING RELOADING_A REALLYDAMAGED ConditionState = DYING Animation = NITHNT_SKL.NITHNT_DTA Animation = NITHNT_SKL.NITHNT_DTB AnimationSpeedFactorRange = 0.9 1.25 AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NITHNT_SKL.NITHNT_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NITHNT_SKL.NITHNT_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NITHNT_SKL.NITHNT_ADTA3 AnimationMode = ONCE TransitionKey = None End ;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = NITHNT_SKL.NITHNT_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = NITHNT_SKL.NITHNT_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = NITHNT_SKL.NITHNT_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = NITHNT_SKL.NITHNT_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:MissileTeam Side = America EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY MissileDefenderMissileWeapon Weapon = SECONDARY MissileDefenderLaserGuidedMissileWeapon ;Controlled by special ability AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 400 Prerequisites Object = AmericaBarracks End BuildCost = 300 BuildTime = 5.0 ;in seconds ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaInfantryMissileDefenderCommandSet [color=red] ; *** AUDIO Parameters *** VoiceSelect = MissileDefenderVoiceSelect VoiceMove = MissileDefenderVoiceMove VoiceGuard = MissileDefenderVoiceMove VoiceAttack = MissileDefenderVoiceAttack VoiceAttackAir = MissileDefenderVoiceAttack VoiceFear = MissileDefenderVoiceFear UnitSpecificSounds VoiceGarrison = MissileDefenderVoiceGarrison VoiceCreate = MissileDefenderVoiceCreate VoiceEnter = MissileDefenderVoiceMove VoiceGetHealed = MissileDefenderVoiceMove End [/color] ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaChemicalSuits End Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba ScanRate = 1000 ; once a second. ScanRange = 300 ; NeverHeal = 0.85 ; don't heal if we are > 85% healthy. AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. End Locomotor = SET_NORMAL MissileDefenderLocomotor Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles UpdateModuleStartsAttack = Yes InitiateSound = MissileDefenderVoiceAttackLaser End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles StartAbilityRange = 200.0 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. PreparationTime = 1000 PersistentPrepTime = 500 SpecialObject = LaserBeam SpecialObjectAttachToBone = Muzzle01 End ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using ;the laser guided missiles. Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_MissileDefenderDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_13 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End When your done with that here is where those files are saved. Weapon.ini goes to C&C GeneralsZh / Data / INI - Sound Effects.ini See Above - FX list See Above - Weapon.ini See Above - Any file with units in them C&C GeneralsZh / Data / INI / Object Notes Sorry if this is a bit confusing, its just a lot of steps. I will be glad to clear up a part I explained badly. Sorry also for the late reply. I had to go somewhere and left my computer on for the night. Wow I typed a lot. PS - I'm not gone yet![open_mouth]

Posted by: Lord of the Dead - Wednesday, June 3, 2009 3:54:22 PM
To be exact..It's really C&C First Decade: Generals Zero Hour...Not just Generals Zero Hour

Posted by: MicScoTho - Wednesday, June 3, 2009 4:06:01 PM
[quote=Lord of the Dead]To be exact..It's really C&C First Decade: Generals Zero Hour...Not just Generals Zero Hour[/quote] They're almost exactly the same, really except for their default [url=http://www.cnclabs.com/generals/faq.aspx#defaultInstallFolder]installation location[/url].

Posted by: Lord of the Dead - Wednesday, June 3, 2009 4:18:32 PM
No..apparently the are not the same. There is no "Generals Zero Hour / Data / Audio / Sounds" folder i can't seem to find it. Here are the folders that are in the "Data" folder: Cursors english INI Movies Scripts Waterplane That's all there is in the "Data" folder. by the way i am running Windows Vista...does that make any difference? Hope this helps

Posted by: MicScoTho - Wednesday, June 3, 2009 7:00:25 PM
Those folders don't exist by default in Zero Hour without TFD either. Just create them. [quote=Bel3ve] The wav file should go in Command & Conquer(tm) Generals Zero Hour / Data / Audio / Sounds - If any of the folders data audio or sounds are not there, just make them. [/quote]

Posted by: Lord of the Dead - Saturday, June 20, 2009 3:29:00 PM
Ok...i have the Unit voice sound files...now what do i do? How do i compile them? and where do i put the sound files? Oh! I forgot to tell you that i am adding on to an old mod, and need some help with it...can anyone help me out? Thanks Lord of the Dead

Posted by: bel3ve - Saturday, June 27, 2009 2:13:53 PM
it should all be listed in the first 10 lines

Posted by: Sky Demon - Saturday, July 4, 2009 9:48:56 AM
I'm intrigued. How would the steps you gave "Bel3ve" be different if you were to want to add in you own background game music. What I mean by "background game music" is the music that plays in the background when playing a Skirmish match with each faction.

Posted by: Lord of the Dead - Friday, July 17, 2009 4:40:09 PM
Ok...i still don't understand how you compile the ".WAV" file and after you do that where do put it. Can you please write a more "in-depth" tutorial on how to put the ".WAV" file into the ".big" file? Like what series of sequences do i do? and what ".INI? file do i put the unit voices in? Thanks Lord of the Dead