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How to edit the sound feet make on a set



It is a two step process. You need to edit a flag in the
(.MSH) file of a set, and also edit a flag in the (.INF)
file of a set.

1. Edit the flag in the (.MSH) file of a set.



When somebody walks on a set, or a portion thereof,
the feet make a sound. Some sets have more then one
area with different sound. In Blender these objects
are nearly identical to the floor objects of sets
the actors walk on. They are found in the 3rd layer
(HotKey 3). Of the few I loaded into Blender I found
these names:

room_1_concrete
room_1_wood
room_2_tile
room_1_water
room_5_sand
room_2_metal
room_5_earth
room_1_carpet

The numbers do not matter for namesake, but sets with
more then one room can NOT share the same number.
If one room overlaps another room, the one with the
lowest number is used instead. There are a few sets
that don't even have a room object.

Any or all of them can be renamed, so long as the name
is used by TheMovies. And they can have the same name.
(But not the same number!) Normally you won't find more then
one room object with the same name.(*1) Custom sets can have
more then one room with the same name because it is easier
to just rename them than it is to develop new ones that
may already exist. Just rename the existing ones.

Changing control meshes beyond a certain point breaks them.
TheMovies export scripts are very sensitive when it comes to
the control meshes. And unlike the other objects of the game,
they have to be tris. If there are room objects as quads during
export, they will also break into tris and one tri will be lost.
(*2)

If we hit (HotKey `) then all layers are visible at once. We can
see where these room objects are relative to the set. The living
room set has three rooms. Tile, wood and carpet.







The carpet rooms actually rest on the ground (z axis = zero).
This still works as the actor or actress is at the right spot
as far as TheMovies is concerned, regardless of how low or
high they happen to stand or walk.



What happens if we change the name of the room object in the outliner
window and then export the set? Nothing. The room goes back to the
original name! What gives? The import/export scripts actually uses
the name of the room found in the ID Properties Menu. This menu
is a handy tool DCModding built into the script.



(.MSH) objects are more then just models in 3D space. There are many
flags that can be changed. Reacher's MESHMANIP also has the capacity
to edit perhaps more of these flags then Blender can. However I just
tested MeshManip (and got it working on 64bit machine, see notes,)
(*3) but the option to edit the rooms was not there.

We can use Blender for this. As in the picture above, click the
name and change it to another sound name. Change the name of
the room first in the ID PROPERTIES MENU. And second in the
Outliner Window.

The other option, probably the better option since we are
going to use it for step 2 anyways, is 010 Editor from
SweetScape.(*4)



First, open the (.MSH) of your set. Top Left of Screen,
select FILE tab, then OPEN FILE, navigate to set mesh. Select
and load it.

Second, load the LH_msh.bt. Top of Screen, TEMPLATES tab,
select OPEN TEMPLATE. Navigate to the template, select it.
A popup window opens. I close it, who cares.

Third, Run the template. Top of screen, TEMPLATE tab,
select RUN TEMPLATE. The main screen divides into 2.
The bottom half (you can increase its size, and it's
the only section we care about) has a tree structure
of the flags we can change and edit.
Doing so automatically updates the file's code.
We would change the name in the Value column.

Forth, save the (.MSH) file. Top left screen, FILE tab,
select SAVE. Or HotKey CTRL + S.



In this example I converted the livingroom set into a dungeon area.
I needed a stone staircase, like one found in Young Frankenstein.
But the feet walking on wood sound was not applicable. Since
everything was now made of stone the closest sound to use was
concrete. Using Blender I changed the name of all three rooms to
concrete. First in the ID Properties Menu, and next in the Outliner
Window. Saved and Loaded 3Xs to clear out Blender's memory for export.(*5)

2. Edit the flag in the (.INF) file of a set.



The next one requires some hackery. You need a HEX editor to
change the flags in a (.INF) file. But since the names of rooms
don't have the same number of characters, we have to use a
special program.(*4) DCModding released TheMovies 010 Hex Edit
scripts that allow us to make many changes to TheMovies
game files. One of which is the (.INF) files. They are
templates that scan the file and presents editable fields that
will update the code of the file.

For editing TheMovies files DO NOT USE the modern version of
SweetScape's 010 Hex editor. The templates written for the
program only work with the old version. You can download
this program and DCMODDING'S Templates from my Google Drive.



First, load the (.INF) file for your set.
FILE + OPEN FILE, select the (.INF) file of your set.

Second, open the template for the (.INF) files called: LH_INF.bt.
TEMPLATES tab + LOAD TEMPLATE. After it loads
a popup window appears. Close it or ignore it.

Third, run the template. (HotKey F5) or TEMPLATE tab + RUN TEMPLATE.

Now the main screen is divided into two. The bottom
is a tidy tree menu of the flags we can change or
edit in the (.INF) file.

The set_livingroom.inf file has three rooms. Click
the little triangles next to a name to see the sub-list.
The last three are the room names. Edit the name under
the Value column.

Forth, save the (.INF) file. Top left screen, FILE tab,
select SAVE. Or HotKey CTRL + S.

(.INF) files are sister files to the (.MSH) files. Not
all (.MSH) objects have one but if the model has special
features then this file must be present in your mod for
it to work. Including the sound feet make when walking
on a set.

After you rename the room/s then save the file.



Notes:

(*1) The developers would merge them for sanity's sake.
You will too when you make them from scratch. Simply
make copies of your floor objects in the first layer,
make sure all faces are converted into tris. Move them
to the third layer. Name them accordingly.

(*2) This also goes for zHeight objects. Suddenly your actor or
actress falls to the ground. To avoid that always make sure your
control meshes are tris at export. This is only for newly created
control mesh objects. If all you are doing is renaming the rooms,
then no worries about tris or quads.

(*3) GETTING MESHMANIP TO WORK ON 64BIT MACHINES..!
(This actually deserves it's own journal entry.)

This was quite an ordeal. For years actually, I have suffered from
an error trying to get this program to load, and couldn't figure out
what I was doing wrong. The newer version was a recompile using XNA
language and Microsoft had never developed it for 64bit machines.
(That I know of) It is also compiled with DotNet. And there is a
similar problem with that. Something about a setting for which
libraries it loads. Did this mean I would have to decompile
MeshManip and set this flag for our newer machines? Could someone
decompile MeshManip? Luckily I didn't have to. It appears we can
force DotNet to always run at 32bit libraries.

I followed these instructions from:
techdhaan.wordpress.com/2010/0…

[code]
Here is what looks to be a nice solution
if you are looking to avoid recompilation.
Note it does require a change to each target machine.

If you have a 64 bit machine and want to
run a .NET application that only works with
the 32 bit CLR you would have to make changes
to the .NET framework on your machine.

Set the .NET framework to load the
CLR in WOW mode through this command...

Open up command prompt and type this command:

C:\WINDOWS\Microsoft.NET\Framework64\v2.0.50727\Ldr64.exe SetWow

Now you should be able to run apps that use only the .NET 32 bit CLR.

To revert back to the default 64 bit framework run

C:\WINDOWS\Microsoft.NET\Framework64\v2.0.50727\Ldr64.exe Set64
[/code]

After which MeshManip opened with no more errors!!!

(*4) You can download 010 Editor from SweetScape at my Google
Drive with DCModding's Movie Templates.
drive.google.com/open?id=0B6hS…
DO NOT USE THE MODERN VERSION OF THE PROGRAM. The templates
won't work with it. The installer is a 30 day trial.
(Shhhhh, after 30 days, just reinstall the program for another
30 days.) 010 Editor will generate some folders in your user
documents. Put the templates there.

Update: So maybe Sweetscape doesn't allow the reinstall to
recharge the 30 day trial anymore because it no longer worked for me.
But, of all places, I found out that the CIA uses this tool as well.
They have a many machine contract License.
I won't reveal anything more about that.
But you can Google the above information to find out more.
(Hint: He's under house arrest in an embassy.)

(*5) Blender has a powerful memory. Changing a name or deleting
something may not take in Blender until it's memory is updated.
Although unconventional, saving the project as a .blend file,
then loading this .blend file. And do so 2 more times in that
order has the capacity to clear Blender's powerful memory.
Save, then load the .blend file. Save over it a 2nd time,
then load it a 2nd time. Save over it a third time, then load
it a third time. Crazy right? But it works!

Blender: download.blender.org/release/B…
Movies Import/Export Scripts: drive.google.com/open?id=0B6hS…
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March 6
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