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ForumsJedi Outcast and Jedi Academy Editing Forum → How to add music into your levels?
How to add music into your levels?
2002-07-24, 5:15 AM #1
...and how to change the position of the mp3 when it is supposed to changes (for example from level_action.mp3 to level_explore.mp3)?

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2002-07-24, 8:03 PM #2
If you mean the way Raven Software managed the music, it's done through scripts.

[This message has been edited by Mercenary (edited July 24, 2002).]
2002-07-24, 8:23 PM #3
007s site has a good basic tutorial about adding sounds and music to the map, but his site is not working right now (it goes down sometimes)
Shaving is not a high priority with Jedi.
Would you want to shave with a lightsaber?

I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.
2002-07-24, 9:10 PM #4
You can easily add Dynamic music just by doing this:

- Extract the dms.dat from the ext_data from the assets0.pk3
- add this to the bottom in the levelmusic area:

MyLevel
{
action actionSet
explore exploreSet
boss bossSet
}

Where is says "actionset", "exploreset", and "bossset", input one of the "musicfiles" sets that are already done above the "levelmusic" areas to the ones you would like. Here is an example:

MyLevel
{
explore yavtrial_explore
action yavtrial_action
}

Instead of setting the explore and action music like that, I suggest you just use music from the other levels like this:

MyLevel
{
uses kejim_post
}

As you can see from that, your level "MyLevel" (replace that with the name of your level) will use the music set up for the kejim_post level.
- now, just add this file into you pk3 file with the /ext_data as it's subfolder and it should work!

-- SavageX

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"How can we teach these kids to read... if they can't even fit inside the building!" -- Derek Zoolander

[This message has been edited by SavageX (edited July 25, 2002).]
"Be kind to nerds because one day... one will be your boss."
SavageX's Editing Corner
2002-07-24, 9:14 PM #5
hey, so what are those marker## and time## variables? are they map-specific, like entity points, or what?

[This message has been edited by Michael (edited July 25, 2002).]
Shaving is not a high priority with Jedi.
Would you want to shave with a lightsaber?

I don't like quake, never liked quake, and don't like Star Wars quake. So basically jk2mp.exe never gets used on my computer.
2002-07-25, 10:14 PM #6
I have no idea. I wouldn't mess with those myself. I think they're for the time delays between the short intro music tunes or something. I think it's just best to leave them alone and just use Raven's music for now.

-- SavageX

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"How can we teach these kids to read... if they can't even fit inside the building!" -- Derek Zoolander
"Be kind to nerds because one day... one will be your boss."
SavageX's Editing Corner
2002-07-28, 9:04 AM #7
Thanks for that tip, SavageX! I didn't know about the dms.dat file. I was wondering how Raven implemented dynamic music.

I thought I was going to have to resort to using scripts to change the music, but now I see it's ridiculously easy to do.

As for those markers, best guess . . . they represent time points in each theme, that are good for introducing those short transitional pieces, so one theme segueways smoothly into another.
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