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Posted: Tue Oct 14, 2008 6:40 pm
by sullydude
hey ive got 2 questions now.

1)instead of the halo 2 game saying slayer when a game starts up can it say modtacular?



2) my ghost will fly but i cant turn whats going on?

Re: 2 in 1

Posted: Thu Oct 16, 2008 7:57 am
by gman
sullydude wrote:hey ive got 2 questions now.

1)instead of the halo 2 game saying slayer when a game starts up can it say modtacular?



2) my ghost will fly but i cant turn whats going on?
1) well you can get it to say slayer in different languages or some other game type name in different languages but I think at this time it isn't possible to inject those types of sounds, I could be wrong

2) what did you do to make it fly?

Posted: Thu Oct 16, 2008 10:31 am
by kibito87
You can inject your own sounds but they must meet the games requirements of what size, output and whatever else it is. There's not much info in the ways of this.

Posted: Thu Oct 16, 2008 7:14 pm
by BattleSkarz
not much info kibito? really?

the sound mod would actually be pretty simple. all you need is

1) the Xbox ADPCM codecs
2) H2 Sound tools
3) a microphone (the Rock Band one works great)
4) somebody with an awesome voice
5) entity
6) windows sound recorder

the first two can be found on this website (i think) or, if nothing else, on google.

STEP 1.
Record somebody with an awesome voice saying "Modtacular" (using the mic)

STEP 2.
Pick a sound that is long enough to be replaced and is NOT a wma file. (do this in h2 sound tools) check the format of it. it will either be "Xbox ADPCM 44.100 kHz, 4 Bit, Stereo" or "Xbox ADPCM 22.050 kHz, 4 Bit, Mono"

STEP 3.
save your sound as that format

STEP 4.
duplicate the sound you are replacing in entity

STEP 5.
internalize the sound, then inject the new one (H2ST)

STEP 6.
swap dependencies for the ENGLISH slayer sound with the one you replaced (the duplicated one)

unless of course you can figure out which format you need to put the wma's in. then you can skip many steps...

as for the ghost? you got me.

Posted: Thu Oct 16, 2008 7:50 pm
by DemonicSandwich
BattleSkarz wrote:STEP 4.
duplicate the sound you are replacing in entity

STEP 5.
internalize the sound, then inject the new one (H2ST)
The "Sounds" checkbox must be checked before duplicating or building in a sound tag otherwise Entity will just plainly ignore any actions taken on a [snd!] tag.
And when a [snd!] tag is built in or duplicated, the RAW data is already made internal so that Step 5 isn't needed.

Or instead of duplicating the sound tag you can just internalize the original one that is already there and use that instead.

Posted: Thu Oct 16, 2008 7:51 pm
by Eaton
For the Ghost, try using a new program made by GoldBl4d3 called Skylift.

http://files.filefront.com/Skyliftexe/; ... einfo.html