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On July 18 2011 18:07 Barett wrote: Awesome I will deffinitly screw around with it later. No real reason to do it, but it will be fun ;P. I'm tempted to put it in Polish so I can feel just like White-ra.
He plays with russian sounds.
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Hey Teliko,
I'm using a mac and downloaded Aorta 2.1, but when I try opening the enUS.SC2assets file (either by drag and drop, right click->open with, or file->load image) I get the error message, "No handles found for image type." I might be doing something obviously dumb cuz I'm not too great with computers but would greatly appreciate the help. Thanks in advance!
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On July 27 2011 08:26 BoBisComing2getU wrote: Hey Teliko,
I'm using a mac and downloaded Aorta 2.1, but when I try opening the enUS.SC2assets file (either by drag and drop, right click->open with, or file->load image) I get the error message, "No handles found for image type." I might be doing something obviously dumb cuz I'm not too great with computers but would greatly appreciate the help. Thanks in advance! I'm sorry, but Macs aren't my thing. I've never even seen the Mac MPQ editor. The fact it associates an mpq with an image is a bad start already. Try MPQ Extractor which is another piece of mac mpq software someone was mentioning.
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Hey there!
I had a problem with none of my units with speech even make sounds, (probes made sounds, but zealots and nexus never talked [ex. movement and not enough minerals sound]); I was hoping this thread would fix the problem for me.
I was looking at my dir/Liberty.SC2Mod folder and I have enUS.SCAssets (about 50MB) and enUS.SCAssetsorig (about 350 MB). SCAssets only has unit dds files in Assets\Textures, while SCAssetsorig has Localized\Facial, Localized\Sounds, dds files for billboards, and introduction videos for each race. Is this normal? Could someone post a list of what their enUS.SCAssets look like and it's size?
I renamed SCAssetsorig to SCAssets, the sounds came back and the game runs fine, but I'm wondering if the unit texture dds files from the 50MB SCAssets file will matter somehow.
Edit: Another problem I have is that when I localize to another version, the sounds don't work anymore. Is it because of the different language SCAssets? (ex. enUS.SCAssets is used for US and zhTW.SCAssets is used for TW)
I'm going to try to run a repair tonight and get everything as stock as possible and see if this fixes more problem of having SCAssetsorig and SCAssets.
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On July 27 2011 16:11 Groovu wrote: Hey there!
I had a problem with none of my units with speech even make sounds, (probes made sounds, but zealots and nexus never talked [ex. movement and not enough minerals sound]); I was hoping this thread would fix the problem for me.
I was looking at my dir/Liberty.SC2Mod folder and I have enUS.SCAssets (about 50MB) and enUS.SCAssetsorig (about 350 MB). SCAssets only has unit dds files in Assets\Textures, while SCAssetsorig has Localized\Facial, Localized\Sounds, dds files for billboards, and introduction videos for each race. Is this normal? Could someone post a list of what their enUS.SCAssets look like and it's size?
I renamed SCAssetsorig to SCAssets, the sounds came back and the game runs fine, but I'm wondering if the unit texture dds files from the 50MB SCAssets file will matter somehow. I've no idea where you got SCAssetsorig from, I've never even heard of it. I've a feeling what happened is you were following instructions of a guide from somewhere and someone said SC2assets orig as in original, supposedly meaning a backed up or unmodified copy, and this somehow got mixed into the name? Have you followed any tutorials for mods involving your enUS.SC2Assets recently?
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Ahh, figured it out. My problem was that I was using your Color Mod and put it into the Liberty folder instead of the LibertyMulti. I must have created a back up of the original because it asked me to overwrite. I fixed this by moving the Color Mod into the LibertyMulti folder then modifying the original to add sound.
Also a note, if you are using the Localizer bat file, and you want to have the sounds cross region, you also have to edit the MPQ for that region. (eg. Modifying enUS.SCAssets will only work on enUS. If you localize to zhTW, you also have to modify zhTW.SCAssets.)
Side question: If I wanted to use the Dark Stalker model, I would just add it into the MPQ file inside of the ColorMod in LibertyMulti, right? Is there a mod for all Dark Protoss units? Like in the one mission where the Protoss units are corrupted by the Hybrid.
Thank you Teliko for releasing your great mods.
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On July 27 2011 17:23 Groovu wrote: Ahh, figured it out. My problem was that I was using your Color Mod and put it into the Liberty folder instead of the LibertyMulti. I must have created a back up of the original because it asked me to overwrite. I fixed this by moving the Color Mod into the LibertyMulti folder then modifying the original to add sound.
Also a note, if you are using the Localizer bat file, and you want to have the sounds cross region, you also have to edit the MPQ for that region. (eg. Modifying enUS.SCAssets will only work on enUS. If you localize to zhTW, you also have to modify zhTW.SCAssets.)
Side question: If I wanted to use the Dark Stalker model, I would just add it into the MPQ file inside of the ColorMod in LibertyMulti, right? Is there a mod for all Dark Protoss units? Like in the one mission where the Protoss units are corrupted by the Hybrid.
Thank you Teliko for releasing your great mods. The stronger team colours mod is Pzeas, not mine. And I'm not sure what localizer batch you're talking about. If you're referring to the client relocalizer, that's not mine either. The mod in this thread only changes the spoken language of the actors in the game and won't require renaming any assets files.
Instructions on installing the Dark Stalker should be in Pzeas thread somewhere. I can't tell you how to go about it because I don't know if he had a texture or an entirely new model. Best to go check out his thread. He could indeed have made other dark Protoss units, but I really don't know. I'm sure all the info you need will be in his thread :D
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On July 27 2011 08:37 Teliko wrote:Show nested quote +On July 27 2011 08:26 BoBisComing2getU wrote: Hey Teliko,
I'm using a mac and downloaded Aorta 2.1, but when I try opening the enUS.SC2assets file (either by drag and drop, right click->open with, or file->load image) I get the error message, "No handles found for image type." I might be doing something obviously dumb cuz I'm not too great with computers but would greatly appreciate the help. Thanks in advance! I'm sorry, but Macs aren't my thing. I've never even seen the Mac MPQ editor. The fact it associates an mpq with an image is a bad start already. Try MPQ Extractor which is another piece of mac mpq software someone was mentioning.
I ended up figuring it out with the help of one of my friends. If you're using a mac, first you have to download MPQ Extractor and DropMPQ. Then go to the enUS.SC2Assets file and open it with MPQ Extractor. A folder called enUS should appear in the liberty.SC2mod folder right above the original enUS.SC2Assets file. Drag the enUS folder onto you desktop. Then open the folder containing your desired sounds and use the contents to replace the contents of the old sound folder found in the folder LocalizedData inside the enUS you just put on your desktop (NOTE: if you are lazy and simply replace the old sound folder with the new it will not work. You must keep the old/original sound folder and replace all its contents.) Then open up DropMPQ and drop the now edited enUS folder into it. A .mpq file should appear on your desktop. Change the extension of the .mpq file to .SC2Assets. Replace the old enUS.SC2Assets file in the liberty.SC2 mod with the new one on your desktop and you should be good to go. If you are confused about where some of these files are located I wrote this post assuming everyone had already read Teliko's OP, so you might want to try giving that a read.+ Show Spoiler +As always, do this at your own peril. MPQ editing is against the ToS. While there are a lot of people doing it without any reported bans such as Pzea's Stronger Team Colours, the Background Menu Customisation or my Ghost to Nova Model Edit, I'm not going to tell you there's no chance of getting banned for doing it because there's always a risk no matter what anyone tells you.
Still interested? Awesome, me too. First off, you're going to need to download the MPQEditor. This is by no means advanced software, it just lets us open the files used to make SC what it is, and let us see what's inside. As well as edit them. Obviously.
Go to your SC2 folder, Mods\Liberty.SC2mod and then open enGB.SC2assets with the MPQEditor (Just drag and drop it onto the editor). This might also be called enUS/ruRU/deDE/zhTW.SC2Assets or whatever. Depends on your region. There's also one in there called enGB.SC2Data. Make sure you don't mix them up. BACK UP YOUR enGB.SC2ASSETS FIRST INCASE YOU MESS UP or change your mind later.
After you've got that open, go to the folder "LocalizedData" inside. This will have the two folders "Facial" and "Sounds" within it. You're going to need to replace the "Sounds" folder with the one in the download below. After that, you're good to go.
Thanks again Teliko for the sound files and all your help!
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Is there a Japanese one? that would be kinda cool. :D
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On August 04 2011 07:09 Seki Santoku wrote: Is there a Japanese one? that would be kinda cool. :D There's no Japanese client, so unfortunately not.
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Any idea if there is any swedish audio zips?
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On October 02 2011 08:26 Snickersnee wrote: Any idea if there is any swedish audio zips? There is no Swedish client, it's not a big language
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Does this still work? I'm trying to get the korean sounds working but there are no unit responses?
Edit: nvm got it working thanks
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On October 02 2011 08:26 Snickersnee wrote: Any idea if there is any swedish audio zips? I'm pretty sure every available language has been included in the OP.
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Thank you very much for this! It was very easy to set up.
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On October 03 2011 03:06 Teliko wrote:Show nested quote +On October 02 2011 08:26 Snickersnee wrote: Any idea if there is any swedish audio zips? I'm pretty sure every available language has been included in the OP. ok just wondering. Been trying learning Swedish in my spare time and thought it would be cool to hear some Swedish in starcraft.
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I followed all your steps, but now my units don't make any sounds. There is still 'neutral' sounds like when I click on a CC, but no unit response noises.
Can anyone help?
^ I wish justjuice would've explained how he got it working ;d
*edit: after waiting a bit, everything seems to be working find ;d
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Any chance of a Japanese one? Unfortunately there is no JP version of the game.
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On August 04 2011 09:55 Teliko wrote: There's no Japanese client, so unfortunately not.
Literally just a few posts above you...
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