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PostPosted: Sat Mar 08, 2014 7:43 am 
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Joined: Sat Feb 09, 2013 10:22 am
Posts: 8
So I just installed the game again and I also found some sound effects I want to use in a mod.
But can someone explain how to do an 'Overlay'?
Like how should the folder structure be? :?:

NOTE: I'm using the latest version of the game.


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PostPosted: Sat Mar 08, 2014 10:39 am 
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Joined: Mon Jun 27, 2011 11:59 am
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Create a folder for your overlay mod under media\overlays, so that there is e.g. media\overlays\my_sound_mod\, under which you'll be putting the files. If overlays folder doesn't exist, just create it.

The folders which are investigated for resources inside the overlay mod are
Code:
\
\factions
\fonts
\items
\models
\names
\particles
\sounds
\textures
\weapons
\vehicles


You can basically have everything right there in the root of your overlay folder, but it makes sense to group sounds under sounds subfolder.


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PostPosted: Sat Mar 08, 2014 11:44 am 
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Joined: Sat Feb 09, 2013 10:22 am
Posts: 8
I did exactly that, but it still plays the default death sounds. :/
And my sound files are WAV. :I
EDIT: nvm... i forgot the last 's' in 'sounds'
lol!


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PostPosted: Sat Mar 08, 2014 11:52 am 
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Joined: Tue Mar 05, 2013 12:25 am
Posts: 193
Are the filenames exactly the same as the other sounds (die1.wav, die2.wav etc. for death sounds)?
And did you remember to activate the overlay ingame?
For quickmatch you do this by clicking the "Setup mods" button and selecting the ones you want.
For campaign you need to edit some of the scripts for it to work though.

edit: so you figured it out? ;)


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PostPosted: Sat Mar 22, 2014 11:56 pm 
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Joined: Sat Mar 22, 2014 11:43 pm
Posts: 16
Quote:
edit: so you figured it out? ;)


I guess so :lol:

You can create new files for just about everything, you just have to figure out how to reference it into the game.

For instance, you can create a new name.weapon, and create a new name.xml voxel for the weapon, so long as name.weapon references the name.xml instead of one of the defaults.

From my modding experience thus far, I've found the nicest way to create the mod is edit what weapons are allowed at the root faction level, and I can build from there. Basically for any complete overhaul I don't have to try and rename everything or keep the names the same but have like a M1 Garand actually be stored in ak-47.weapon. I can just create new weapons, add them to the all_weapons and add them to the faction files, ya know? :shock:


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