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Author Topic: Modifying in-game music  (Read 1516 times)
konflict
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Modifying in-game music
« on: November 02, 2005, 08:19:17 am »

Hey, just came across this SC2 recreation.  I played this game YEARS ago (I was a virgin to so many things), must have been the 'pc' release, amazing game.  I'm wondering how I can mod all the music, I read some other posts regarding this but they didn't really explain it all to me.  I understand the music is all MOD format etc, but the add-ons they seem to all relate to a dir structure and I have no idea what structure that is.  Can someone please direct me to a list of what .mod's are what, where i have to place them, and when they're played?

I would love to mod the music to this game, if I'm barking up the wrong tree I'd love someone to explain and redirect me.

peace
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Re: Modifying in-game music
« Reply #1 on: November 02, 2005, 09:43:59 am »

The directory structure used for content by UQM is described in the Content Management section of the Ultronomicon. In the binary distribution, you will find a ZIP file in your UQM directory (content/packages/uqm-0.4.0-content.uqm in my copy of UQM 0.4) that contains the basic content for UQM. Additional files for 3DO music and voice may also exist in this directory.

The basic content ZIP file contains the following MOD files (the initial dot refers to the content directory):
Code:
./lbm/redalert.mod
./lbm/credits.mod
./lbm/hyper.mod
./lbm/arispace.mod
./lbm/outfit.mod
./lbm/shipyard.mod
./lbm/starbase.mod
./lbm/battle.mod
./orz/orzditty.mod
./vux/vuxditty.mod
./comm/orz/orz.mod
./comm/vux/vux.mod
./comm/comandr/comandr.mod
./comm/chmmr/chmmr.mod
./comm/mycon/mycon.mod
./comm/pkunk/pkunk.mod
./comm/supox/supox.mod
./comm/umgah/umgah.mod
./comm/utwig/utwig.mod
./comm/yehat/yehat.mod
./comm/shofixt/shofixt.mod
./comm/talkpet/talkpet.mod
./comm/slyhome/slyhome.mod
./comm/slyland/slyland.mod
./comm/melnorm/melnorm.mod
./comm/spahome/spahome.mod
./comm/arilou/arilou.mod
./comm/druuge/druuge.mod
./comm/spathi/spathi.mod
./comm/thradd/thradd.mod
./comm/syreen/syreen.mod
./comm/urquan/urquan.mod
./comm/zoqfot/zoqfot.mod
./comm/blackur/blackur.mod
./comm/ilwrath/ilwrath.mod
./androsyn/andditty.mod
./shofixti/shoditty.mod
./chmmr/chmditty.mod
./human/humditty.mod
./mycon/mycditty.mod
./pkunk/pkuditty.mod
./supox/supditty.mod
./umgah/umgditty.mod
./utwig/utwditty.mod
./yehat/yehditty.mod
./mmrnmhrm/mmrditty.mod
./blackurq/bladitty.mod
./sis_ship/sisditty.mod
./chenjesu/cheditty.mod
./arilou/ariditty.mod
./druuge/druditty.mod
./slides/intro/introx.mod
./slides/ending/victoryf.mod
./slides/ending/victory1.mod
./slides/ending/victory2.mod
./spathi/spaditty.mod
./thradd/thrditty.mod
./syreen/syrditty.mod
./urquan/urqditty.mod
./zoqfot/zoqditty.mod
./slylandr/slyditty.mod
./ilwrath/ilwditty.mod
./ipanims/space.mod
./ipanims/orbit1.mod
./ipanims/orbit2.mod
./ipanims/orbit3.mod
./ipanims/orbit4.mod
./ipanims/orbit5.mod
./melnorme/melditty.mod

Most of the file names are self-explanatory. The comm/ directory refers to the content for dialogue, the *ditty.mod files are the victory ditties for each species.

Some of these tunes have 3DO music counterparts (in the 3DO music ZIP) with the same names, except with a .ogg extension. These files are Ogg Vorbis files containing 3DO music or remixes. In 3DO music mode, the .ogg files are used if they exist, then the .mod files. In PC mode the .mod files take priority.

To override the music you can either modify the content ZIP directory or override it using an add-on package (recommended). For details, see the section on add-on packages in the page linked above.
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konflict
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Re: Modifying in-game music
« Reply #2 on: November 02, 2005, 08:16:08 pm »

Thanks for the speedy info, I had no idea the .uqm was a zip file!  Wink
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Re: Modifying in-game music
« Reply #3 on: November 02, 2005, 11:05:21 pm »

We renamed it, since people kept trying to unpack them when installing.
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