I posted this earlier in page 14 of the old thread (http://www.teamliquid.net/forum/viewmessage.php?topic_id=117317¤tpage=14) but I'm posting it as a new thread to give it more exposure.
It's still possible to modify your SC2 sound (before it was as easy as dropping a folder into your SC2 directory), although it takes a little more work. I'm going to post a little guide here for those who aren't familiar with working with MPQ's. You can replace any sound in the game using this method. Here's an example:
Do this all at your own risk. Editing MPQ's requires some competence with computers and is most definitely against the ToU/EULA. I'm not responsible for whatever happens to you, your account, or your installation.
Preparation
1) Open your SC2 directory.
2) Navigate to Mods\Liberty.SC2Mod.
3) CTRL+Click enUS.SC2Assets and base.SC2Assets.
4) Copy and paste them to a safe folder (this'll take a few minutes). (note: this step is to ensure that should anything go wrong with your editing, you will have the original MPQ files to work with. I left the sound edits intact when I installed the most recent patch and my installation is still alright, but this does not mean it will be the case for future patches (though I suspect it will be).
6) Prepare any sound files you want to use in the swap. If your file has the wrong extension, Audacity (http://audacity.sourceforge.net/download/) is a great free tool you can use to easily record and edit audio files (you'll also probably need it to raise the volume on your audio since otherwise it's too quiet ingame).
1) Fire up your MPQ editor and navigate to Liberty.SC2Mod\base.SC2Assets. Navigate in the side bar to Assets\Sounds\Protoss\Archon.
2) Open the sound pack. Navigate to Assets\Sounds\Protoss\Archon.
3) Drag all the files from the folder to the MPQ editor. If you did it right, a popup saying "Rules for adding files to MPQ" should appear. Just click OK. Afterwards, click "Yes All" (the old files are being overwritten).
4) Repeat for all the other files. Everything in the Assets\... directory is in base.SC2Assets. Once you're done with that, close it in the editor (it automatically saves changes). Everything in the LocalizedData folder is handled in enUS.SC2Assets (or the appropriate langCOUNTRY combination for your localized copy).
5) Be sure not to launch SC2 until you have completely closed your MPQ editor. If you've done it correctly, the sounds should be swapped.
6) If you want to use your own files not included in the sound pack, be aware that in order for the swap to work, the replacement sound file must have the same name and extension as the original one. This means .mp3's won't work where .ogg's are needed, etc. If you need help on this, go ahead and post in the this thread or PM me or whatever.
Hope you all enjoy! I've been running SC1 sounds for a few days now and it's so nice to hear the old marine guns again.
Thx for tutorial. It's sadly, that Blizzard blocked method with creating folders with same structure like in sc2assets archives.
Also, now I working on Zerg announcer mod for release. It replaces woman "grandmother" voice to new Overmind voice (it's not from SC1, but it's very similar to Overmind from campaign (from one of Zeratul's briefings), because in SC2 we have a lot new announcer replies).
i'm a bit embarrassed I haven't got around to figuring this all out yet, and I apologize to all those who were waiting for me to update my old thread.. thank you petergibbons for doing this, I'll definitely check it out when I get the chance
Awesome guide, I'm gonna go start fiddling. Love your new "Nuclear Launch Detected" sound. I want to get the Day[9] raptor scream as the new Nydus Worm roar haha.
Posted about this a while ago in another thread... no one cared, though. This is the only way to actually mod sc2 currently. We ran full-blown conversions about a week into the beta doing this. Again, just like Starcraft 1, Diablo 2, wc3 ect the game will drop/crash you if you try to run non client-side changes (aka xml files) with people who aren't also running those changes.
But I expect running xml changes with other people, private games or not, to get you banned now if they find out. Not sure if there's any way for them to know you are running client side mods unless they check the size of the mpqs or something, but that seems unlikely.
Not sure if there's any way for them to know you are running client side mods unless they check the size of the mpqs or something, but that seems unlikely.
I toyed around briefly with model editing in WoW. Somehow WoW was able to detect model swaps (in the forum of a small MPQ named something like patch-A.MPQ) and a special .exe was necessary to make it launch, but that's probably distinct from directly editing the MPQ the original model is in like we're doing here.
hahaha omg awesome. Now if you could only make the sound last slightly longer and and make it fade out or something.
This just made me think, wouldnt it be awesome if there were some sort of program which made crowd noises while u play sc2 and would make the crowd cheer more when attacks are happening?
hahaha omg awesome. Now if you could only make the sound last slightly longer and and make it fade out or something.
This just made me think, wouldnt it be awesome if there were some sort of program which made crowd noises while u play sc2 and would make the crowd cheer more when attacks are happening?
lol stupid idea but would be sweet.
Certainly within the realm of possibility if music were replaced with crowd sounds and attack sounds were replaced by certain noises. I might do it one day if I'm sufficiently without things to do .
On August 10 2010 04:26 vOddy wrote: I wish the attack sounds and death sounds of the hydralisk, marine, zealot, ghost, and zergling would be replaced with their StarCraft counterparts.
I'm not good enough to do that myself.
Was there a specific part of the guide that confused you?