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Post by solidjenner on Feb 28, 2019 17:40:46 GMT 10
Hello, TS, First of all, i want to thank you for creating this guide. Despite all the measures CAPCOM do to prevent modding, we still can resist it and learn to do some changes and swaps in the game. I'm glad that there is still some thorough guide to do this, it boosted me to create some mod myself. Well, now to the business, i need your help Using your and DJPop's guide, i started to create a mod to replace a S.T.A.R.S office theme in classic soundtrack file to another. My thought that "Nothing more to do here" sounds much better and atmospheric that current track that was used for Claire and Leon meeting in original game. But that's not the point. Well, here i am started, i successfully replaced *.wem file (track's id is 604075259) into music_dlc_classic.pck.3.x64 with no problem. Then i made mod structure based on DjPop's "X gon give it to ya" mod with dummy dlc file in "920567" folder and real files put in folders in "natives" directory. Then i updated the .pak file into "sectionroot" section. In result it started to work. Track were playing with a prescribed by original dlc loop points: A part - ~36 seconds, B part, the one that loops - ~25 seconds, Surely, i needed to get to editing loop points in bnk file, and that's where it got complicated. I will include some pictures in spoilers so you can better visualise what i've been doing. Maybe with all this you will find where i was wrong or missed something. I found the pointers you were mentioning in the guide, and proceed by it. Searshed for pointers for track id and left bookmarks as you mentioned. Resuilts in a screenshot in spoiler, with the definitions that were there originally. Also, as i could judge, A and B parts shifted places regarding Mr.X theme. ? marks "in doubt" - when i'm not sure and it not matches your guide, and was not confirmed by test i did.
Now, let's see the track that i used. I'll show the marks on sound graph too, and showed all pointers on the picture and numeric definitions. Well, and there is how i changed the definitions: From my perspective, everything seems to be normal. I also tried to use different amounts with full track definition (163677 ms) in the right place, but the problem i will describe seems to keep either way. Now is the problem: A and B part STILL plays at lenght, like it was never changed. Mean, if i pick lenght for A part less that 36 second, song will cut out like it should, but when i pick lenght more that 36 seconds, A part still cuts at 36 seconds, and fills the left time (between 36 secs and the lenght time before end) with silence, before it switches to B part and loops. B part maintains the same problem. It cuts and fills left time with silence. Both parts behave like there is some kind of another variable that i did not changed, but i could not find it. Can you please help me find what i did wrong? i already for 2 days in, and it seems i cannot find the problem on my own, It already started to be a headache. Here is the shared files for you, if you want to test it out: drive.google.com/drive/folders/1GkN7Cp0Z6uAdv7fG3Gl5KBRMmMdfehaP?usp=sharingCan you please look into it?
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Post by archerpz on Mar 1, 2019 2:25:03 GMT 10
Hello, TS, First of all, i want to thank you for creating this guide. Despite all the measures CAPCOM do to prevent modding, we still can resist it and learn to do some changes and swaps in the game. I'm glad that there is still some thorough guide to do this, it boosted me to create some mod myself. Well, now to the business, i need your help Using your and DJPop's guide, i started to create a mod to replace a S.T.A.R.S office theme in classic soundtrack file to another. My thought that "Nothing more to do here" sounds much better and atmospheric that current track that was used for Claire and Leon meeting in original game. But that's not the point. Well, here i am started, i successfully replaced *.wem file (track's id is 604075259) into music_dlc_classic.pck.3.x64 with no problem. Then i made mod structure based on DjPop's "X gon give it to ya" mod with dummy dlc file in "920567" folder and real files put in folders in "natives" directory. Then i updated the .pak file into "sectionroot" section. In result it started to work. Track were playing with a prescribed by original dlc loop points: A part - ~36 seconds, B part, the one that loops - ~25 seconds, Surely, i needed to get to editing loop points in bnk file, and that's where it got complicated. I will include some pictures in spoilers so you can better visualise what i've been doing. Maybe with all this you will find where i was wrong or missed something. I found the pointers you were mentioning in the guide, and proceed by it. Searshed for pointers for track id and left bookmarks as you mentioned. Resuilts in a screenshot in spoiler, with the definitions that were there originally. Also, as i could judge, A and B parts shifted places regarding Mr.X theme. ? marks "in doubt" - when i'm not sure and it not matches your guide, and was not confirmed by test i did.
Now, let's see the track that i used. I'll show the marks on sound graph too, and showed all pointers on the picture and numeric definitions. Well, and there is how i changed the definitions: From my perspective, everything seems to be normal. I also tried to use different amounts with full track definition (163677 ms) in the right place, but the problem i will describe seems to keep either way. Now is the problem: A and B part STILL plays at lenght, like it was never changed. Mean, if i pick lenght for A part less that 36 second, song will cut out like it should, but when i pick lenght more that 36 seconds, A part still cuts at 36 seconds, and fills the left time (between 36 secs and the lenght time before end) with silence, before it switches to B part and loops. B part maintains the same problem. It cuts and fills left time with silence. Both parts behave like there is some kind of another variable that i did not changed, but i could not find it. Can you please help me find what i did wrong? i already for 2 days in, and it seems i cannot find the problem on my own, It already started to be a headache. Here is the shared files for you, if you want to test it out: drive.google.com/drive/folders/1GkN7Cp0Z6uAdv7fG3Gl5KBRMmMdfehaP?usp=sharingCan you please look into it? I'm happy the guide was helpful that was actually the same thing I racked my brain over for way too long until I stumbled upon it by looking at all the bytes, values, and referencing the Remake bnk file with the Original's bnk file (comparing the Mr X sections, try to figure out why one section was longer) the pictures don't seem to work, but I took a look at your file (only the .bnk one because that one most likely is the problem) and I think I found the issue you can refer to the last segment I added to the guide, about the part that mutes the track, turns out the ' 604075259' track also has those sections... two of them the highlighted section is the duration that plays, in seconds and as a float value this highlighted value seems to be the volume modifier or something like that, also a float value long story short, changing those two values marked in red, to 0 should do the trick (either enter a float value of 0 or replace the bytes with 00 00 00 00)
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Post by solidjenner on Mar 1, 2019 4:44:30 GMT 10
long story short, changing those two values marked in red, to 0 should do the trick (either enter a float value of 0 or replace the bytes with 00 00 00 00) Yes, you right! That was the issue all along. I found those float volume definitions and some timestamps in seconds as you pictured. First i dropped out to zero volume definitions on 2 parts. Track started playing OK, and correctly linked with B part, and it started to loop great. But then i noticed flap somewhere on 26 second in B part - song, like, were muted for a second. I checked, and found that there is actually two values near that volume variable for B part. I dropped those 2 floats to zero too, and now track is playing perfectly. Well, i guess i can post this mod now. Thank you very much for support!
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Posts: 176
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Post by archerpz on Mar 1, 2019 5:06:21 GMT 10
Yes, you right! That was the issue all along. I found those float volume definitions and some timestamps in seconds as you pictured. First i dropped out to zero volume definitions on 2 parts. Track started playing OK, and correctly linked with B part, and it started to loop great. But then i noticed flap somewhere on 26 second in B part - song, like, were muted for a second. I checked, and found that there is actually two values near that volume variable for B part. I dropped those 2 floats to zero too, and now track is playing perfectly. Well, i guess i can post this mod now. Thank you very much for support!
which values where they? like their location? was it ' E3 93 38 BF' '-0.7210066', the ones just above the first marked in red section? I'm curious, glad you got it working
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Post by solidjenner on Mar 1, 2019 5:19:32 GMT 10
which values where they? like their location? There they are. I painted volume pointer you showed me in white. Variables i were editing is in red, you can see them clearly with red font. (i also understood why images weren't working - resource i downloaded them onto probably blocked in your country, anyway i downloaded this picture at imgur like you did)
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Posts: 176
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Post by archerpz on Mar 1, 2019 5:26:07 GMT 10
which values where they? like their location? There they are. I painted volume pointer you showed me in white. Variables i were editing is in red, you can see them clearly with red font. (i also understood why images weren't working - resource i downloaded them onto probably blocked in your country, anyway i downloaded this picture at imgur like you did) well, the images still don't work for me :/ even opened the thread in another browser, still nothing (some 404 page on vk.com)
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Post by solidjenner on Mar 1, 2019 6:06:38 GMT 10
well, the images still don't work for me :/ Sorry, wrong link. I now fixed the image on the previous post, downloaded image on imggmi.com. It supposed to work now.
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Posts: 176
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Post by archerpz on Mar 1, 2019 6:33:45 GMT 10
well, the images still don't work for me :/ Sorry, wrong link. I now fixed the image on the previous post, downloaded image on imggmi.com. It supposed to work now.
it kind of works (doesn't embed because of cloudflare most likely) but I can see the picture now, thanks interesting, I would expect that the entire segment would play quietly (starting at 0 seconds) or from my interpretation of '-0.7210066' at 72% less than the rest of the track maybe it works differently for a 0 value, then the volume change is ignored I think if you changed the 4 bytes next to it (the E3 93 38 BF) to 0 it would've worked too my guess is that the code does something like this "after 25.82232 seconds lower volume by 72%" then "after 26.01339 seconds (so .2 seconds later) lower (initial?) volume by 99.9%" and I also suspect that the original loops are also mismatched in size, the one next to the ' HÖ»[' is probably less than the one above it (which is not directly above it for this track, thx capcom) I made a note of that at the last segment of my guide, it's how they can loop a segment with a bit of overlap/crossfade and with the fade out (the source of this problem) they can make it sound very nice
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Post by solidjenner on Mar 1, 2019 18:01:44 GMT 10
I made a note of that at the last segment of my guide, it's how they can loop a segment with a bit of overlap/crossfade and with the fade out (the source of this problem) they can make it sound very nice Well, i think it's safe to note in guide that every track might have different layout, but all the values is within presumed pointers, and supposed to be there or near the points that you showed in it. Some tracks have different layout of A-B loop points, numbers of fade-in, fade-out points...also i did not completely understood the point of *whole track - a part* variable, changing it doesh't seems to be changing anything when i was making my mod. Well, i must say it's great that my problem helped you expand guide even bigger.
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Mar 2, 2019 2:18:26 GMT 10
I'm trying to full loop ID 604075259 and even following this example my song keep stopping after 37 seconds: example of what having a track that's 2 minutes long (or 120000 ms) and that loops over and over from start to finish would look like;
I'm substituting STARS Office theme (Leon With Claire) from the DLC by this one here:
My version of this song has exactly 80797 milliseconds, although wwiseutil says my file has 1077958 bytes wich is equal to 79490 milliseconds.
I tried all those two values in Double. I've noticed that some of the values in double have decimals and I also tried changing the values without changing its decimal.
But my song keep stopping after a few seconds.
I just want a full loop, because this song actually loop very well without having to set part A ou part b things.
PS: By the way, the red values from the bottom of the file seems to be at a different location in this song, since the 'HÖ»[' text is slightly in a differente position comparing with Mr. Theme Song.
Either way I tested using the exaclty position from Mr. X Song theme and still stops after 35 to 37 seconds.
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Posts: 176
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Post by archerpz on Mar 2, 2019 3:15:57 GMT 10
I'm trying to full loop ID 604075259 and even following this example my song keep stopping after 37 seconds: example of what having a track that's 2 minutes long (or 120000 ms) and that loops over and over from start to finish would look like;
I'm substituting STARS Office theme (Leon With Claire) from the DLC by this one here:
My version of this song has exactly 80797 milliseconds, although wwiseutil says my file has 1077958 bytes wich is equal to 79490 milliseconds.
I tried all those two values in Double. I've noticed that some of the values in double have decimals and I also tried changing the values without changing its decimal.
But my song keep stopping after a few seconds.
I just want a full loop, because this song actually loop very well without having to set part A ou part b things.
PS: By the way, the red values from the bottom of the file seems to be at a different location in this song, since the 'HÖ»[' text is slightly in a differente position comparing with Mr. Theme Song.
Either way I tested using the exaclty position from Mr. X Song theme and still stops after 35 to 37 seconds.
you're having the same issue as the person above you had, you can try editing these values marked in white, to 0 (change float value) and that song has A and B parts flipped; iirc the bottom section plays first then the top section the values marked in red are the loop points you need to edit, I think, haven't tested it the values marked in green seem to be points in the song (in seconds, float) after which a volume change happens (a negative multiplier? float value)
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Posts: 176
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Post by archerpz on Mar 2, 2019 3:32:11 GMT 10
I made a note of that at the last segment of my guide, it's how they can loop a segment with a bit of overlap/crossfade and with the fade out (the source of this problem) they can make it sound very nice Well, i think it's safe to note in guide that every track might have different layout, but all the values is within presumed pointers, and supposed to be there or near the points that you showed in it. Some tracks have different layout of A-B loop points, numbers of fade-in, fade-out points...also i did not completely understood the point of *whole track - a part* variable, changing it doesh't seems to be changing anything when i was making my mod. Well, i must say it's great that my problem helped you expand guide even bigger. yea I'll have to put that in the additional info, what do you mean with "whole track - a part" variable? do you mean one of those 4 sections of 8 bytes? the ones at the start seem to be important, as they cut off a section of the track (the first two byte sections) that defines the starting point for the loop/segment the ones at the end I found that yes, it doesn't matter that much as long as you don't cut off too much (or you'll end up with silence) but it's good practice since the the way the original files are structured, have values like that but then again, just changing the volume modifiers to 0 and leaving the the other floats that have the original duration values in seconds unchanged... oh well
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Mar 2, 2019 7:59:21 GMT 10
Yeah, and that guy just released the mod with the song I wanted to change lol.
Thank you guys. I'm going to stop trying to understand those files. Pointers and headers ate too much for me ^^'
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Post by Nerd_Insano on Mar 4, 2019 23:16:19 GMT 10
Arch please where i can find the folder
natives\x64\streaming\sectionroot\sound\wwise
? I can´t find the archive music_dlc classic.pck I am tryng to put my favorite music on X gon give it to ya mod Sorry for my bad english. (I'am brazillian)
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Posts: 176
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Post by archerpz on Mar 5, 2019 3:53:32 GMT 10
you need to extract your dlc .pak file first
or you could work with one of the mods here for the Original Soundtrack, if you open the mod's .rar file you'll find the "natives" folder
and better yet, extract one of those .rar files in the mod directory of mod manager, and rename it, then work with those files (activating the mod with mod manager and deactivating+activating it to update changes you make)
alternatively, put that 'natives' folder in the root directory (next to re2.exe) and work with those files instead (method I used) and rename the dlc's .pak file so the game loads the natives folder stuff
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