Post by Henry on Nov 28, 2021 11:20:27 GMT 10
Hello fellow music modder, this resource.arc list will be useful to you if you ever want to mod other BGMs that isnt Mercenaries. (and want it looped!)
What is a .STQ file?
- A .STQ is a file responsible for looping the game's BGM/Voices (.SNGW files) or make it play just one time, like the Mercenaries' main menu and in-game BGM that are looped, or a door sound effect that plays just one time when interacted with. You set a value by samples and when you play the game, the song will be looped differently. Luckily, Audacity has a samples function, so you won't be hitting your head over and over again using math.
For more information: Resident Evil STQ Editor | MT Framework - Sound Tool < To modify .STQ files. Thank you Wesky <3
So, each .ARC file here has either a st_bgm.stq or a st_bgm_dc.stq file, it doesnt matter if you mod the .stq files in the sound folder in RE5's NativePC, it won't work, you have to mod the ones inside the .ARC files so whatever music you modded in can be looped properly.
(Unless you remove the .STQ files from the ARC files, then you'll be able to modify them via the sound folder in NativePC)
With that said, i made a bit of research and here's the list:
CoreResource.ARC - st_BGM.stq (Main Game, Mercenaries, Versus, Library/Figures BGMs)
[Including Result Screens, Item Management BGM]
Extra1Resource.ARC - st_BGM_DC.stq (Lost in Nightmares BGMs)
[Including Result Screens?]
Extra2Resource.ARC - st_BGM_DC.stq (Desperate Escape BGMs)
[Including Result Screens?]
Merce2Resource.ARC - st_BGM_DC.stq (Mercenaries Reunion BGMs)
[Including Result Screens]
FigureResource.ARC - st_BGM_DC.stq (DLC Figures BGM)
Yes i know its ridiculous, but unfortunately its how it is. Anyway, now that THAT's figured out, happy soundtrack modding!
ViewerResource.ARC - st_FIGURE.stq (Figures' Voices)
FigureResource.ARC - st_FIGURE_DC.stq (DLC Figures' Voices)
CoreResource.ARC - st_DOOR.stq (Doors.)
What is a .STQ file?
- A .STQ is a file responsible for looping the game's BGM/Voices (.SNGW files) or make it play just one time, like the Mercenaries' main menu and in-game BGM that are looped, or a door sound effect that plays just one time when interacted with. You set a value by samples and when you play the game, the song will be looped differently. Luckily, Audacity has a samples function, so you won't be hitting your head over and over again using math.
For more information: Resident Evil STQ Editor | MT Framework - Sound Tool < To modify .STQ files. Thank you Wesky <3
(If you downloaded Wesky's BGM Patch, ignore CoreResource.arc on this thread)
So, each .ARC file here has either a st_bgm.stq or a st_bgm_dc.stq file, it doesnt matter if you mod the .stq files in the sound folder in RE5's NativePC, it won't work, you have to mod the ones inside the .ARC files so whatever music you modded in can be looped properly.
(Unless you remove the .STQ files from the ARC files, then you'll be able to modify them via the sound folder in NativePC)
With that said, i made a bit of research and here's the list:
Green - Confirmed.
Red - Not tested yet.
(I will be updating this in the future when i get the rest figured out)
Red - Not tested yet.
(I will be updating this in the future when i get the rest figured out)
CoreResource.ARC - st_BGM.stq (Main Game, Mercenaries, Versus, Library/Figures BGMs)
[Including Result Screens, Item Management BGM]
Extra1Resource.ARC - st_BGM_DC.stq (Lost in Nightmares BGMs)
[Including Result Screens?]
Extra2Resource.ARC - st_BGM_DC.stq (Desperate Escape BGMs)
[Including Result Screens?]
Merce2Resource.ARC - st_BGM_DC.stq (Mercenaries Reunion BGMs)
[Including Result Screens]
FigureResource.ARC - st_BGM_DC.stq (DLC Figures BGM)
Yes i know its ridiculous, but unfortunately its how it is. Anyway, now that THAT's figured out, happy soundtrack modding!
Other
This is for other .stq files included in Resource.arc files.
(has nothing to do with BGMs)
This is for other .stq files included in Resource.arc files.
(has nothing to do with BGMs)
ViewerResource.ARC - st_FIGURE.stq (Figures' Voices)
FigureResource.ARC - st_FIGURE_DC.stq (DLC Figures' Voices)
CoreResource.ARC - st_DOOR.stq (Doors.)