Game Guides Archive
Thread: Guide To Modding the Music in SWG (and how it does not violate the EULA)
Noghrilover
Wed Jan 05, 2005 2:01 pm
#54
Wow! This is the coolest thing! I was skeptical until I got to the character select screen and the Star Wars main title music I put in played! Aboslutely amazing, 5 stars.
TakO_Paleae
Wed Jan 05, 2005 2:03 pm
#55
thats the majority of the music in game, at least thats the music you hear 98% of the time you play
there are some bits that i have never heard before
as for sounds, like blaster fire and speederbikes those are far too numerous to list
if you really want to edit those or extract sounds, do a google search for InsideSWG
MadDragoon
Wed Jan 05, 2005 2:08 pm
#56
TakO_Paleae wrote:
thats the majority of the music in game, at least thats the music you hear 98% of the time you play
there are some bits that i have never heard before
as for sounds, like blaster fire and speederbikes those are far too numerous to list
if you really want to edit those or extract sounds, do a google search for InsideSWG
Although that would be nice, I think those sounds are just fine.
It's the music. Like for instance the different Dath musics, I saw Endor listed or at least an example of endor theme music (assuming that's what plays when we're loading) but like when traveling on dath (using dath for example) what are the different music types listed? How are the individual planets music's broken down?
jasongorgen
Thu Jan 06, 2005 4:53 pm
#57
This is a great guide. I have been waiting over a year for SOE to add some more music. Now I don't have to wait, all I need to do is edit my own Star Wars soundtrack files down and put them in. Thank you for figuring this out!
Does anyone know if any of the changes we could make to the sound files affects the game when we download a new publish? I would hate to have to re-do all of my music changes, though backing them up would be easy.
MadDragoon
Thu Jan 06, 2005 8:29 pm
#58
I would say pack the music folder just in case. You can create a (using winzip) a self extracting executable and extract it just in case.
Im working on doing a music mod. Just need to aquire the other sound tracks and have been listening to them a lot to find bits I like. Then pack them up just in case anything goes wrong.
Swashbuckler
Mon Jan 10, 2005 5:43 am
#60
This is nice. Can't see why SOE should have issues with stuff like this. Player created content and customization is what it is
Fredztah
Mon Jan 10, 2005 6:49 am
#61
Great guide!
The JTL Combat music should be in a folder called 'sample', by the way.
TakO_Paleae
Mon Jan 10, 2005 10:45 am
#62
styx66 wrote:
so extracting the music files FROM the .tre just to see their format (ie length to sync proper looping etc) is against the EULA? bummer if so... hate to do a hack job on it...
no, i was wrong earlier, only editing files that are transmitted between the server and client, such as your bank account, inventory items (not the pictures), anything that would give you an advatage, it would be pretty hard to change these things on accident, you would have to be the stupidest smart person ever to do it and not know you are doing something wrong
modifying the art/music files is perfectly ok
styx66
Mon Jan 10, 2005 1:29 pm
#63
so extracting the music files FROM the .tre just to see their format (ie length to sync proper looping etc) is against the EULA? bummer if so... hate to do a hack job on it...
MadDragoon
Mon Jan 10, 2005 3:04 pm
#64
Wasn't me.
BTW anyone have a linky to a tre extractor? Seems my Sunset music is to long. I'd like to match up the time etc to the current music.