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Staredit Network -> UMS Assistance -> Get waws from scmdraft?
Report, edit, etc...Posted by Gigins on 2005-07-15 at 16:14:32
Can I get sounds listed in scmdraft as waw files so I can use them in SCXE. Or maybe I can do this somehow else? Tell me please.
Report, edit, etc...Posted by ShadowBrood on 2005-07-15 at 16:26:04
Go to http://www.supremestarcraft.com/ and get the sound extractors in the downloads section.
Report, edit, etc...Posted by UED77 on 2005-07-15 at 16:35:20
The sounds listed are wavs that can be found in any five of the MPQ archives used by the game (StarCD, BroodCD, StarDat, BrooDat, Patch_rt). When you a wav in a map, the file doesn't have to be located in the map MPQ itself, it can be in any of the five, and these are accessed by a string in the "WAV " section of the CHK (raw map data). When it attempts to find that path, it looks in the Map MPQ and other MPQs in an order I am only half-sure of (probably MAP, Patch_rt, BrooDat, BroodCD, StarDat, StarCD). When it finds it, it plays it.

The problem is that SCXE doesn't provide a mechanism for you to directly type in an entry into the "WAV " section, type in a string, and associate the two.

If you need to use such sounds, use SCMDraft or StarForge. It's somewhat strange that you even ask, since there is nothing wrong with using more than one editor, as long as you save frequent backups, which you should do anyway.

If you absolutely MUSTN'T use SCMDraft or StarForge, however, without actually adding the file itself into your map MPQ, which would greatly increase size, you can use a trick, although you will need a string table editor and WinMPQ.
Extract the desired wav from the MPQ archive it is in with WinMPQ. Add the file to your map with StarEdit or SCXE. Open the map in a program that is able to edit map strings (or extract all after-header parts of the "STR " section from the chk with a hex editor, save it as a binary file, rename it with a .tbl extension and open it with TBLpad), change the path from "staredit\wav\something.wav" to the original path it had back in the original MPQ, and save. Then remove the actual wav file from your map MPQ with WinMPQ, and compact the archive.

See, isn't is easier to use SCMDraft or StarForge?

UED77
Report, edit, etc...Posted by ShadowBrood on 2005-07-15 at 16:39:56
Eh, the Sound Extractor program I suggested is much easier than your extract from MPQ method UED tongue.gif
Report, edit, etc...Posted by Heimdal on 2005-07-15 at 17:34:53
QUOTE(UED77 @ Jul 15 2005, 03:35 PM)
When you a wav in a map, the file doesn't have to be located in the map MPQ itself, it can be in any of the five, and these are accessed by a string in the "WAV " section of the CHK (raw map data).
Just a technical correction here. The WAV section stores indices of strings from the string table that are WAVs. This is used by Staredit only - SC doesn't require or use this section. Triggers that play WAVs reference the string index directly.
Report, edit, etc...Posted by UED77 on 2005-07-15 at 17:42:23
Really? Oh, heh, I should've paid attention to the specs more... now I remember...
The third long in the Actions part of a trigger is the string ID for the sound.

Thanks for the reminder, Heim happy.gif

Does this mean that technically, the "WAV " section is not even required for Starcraft, and that it's only a waste of space in everyone's map to just make it a little easier on StarEdit identifying wav strings?

EDIT: I successfully removed the entire "WAV " section from a working map. Starcraft loaded it with no trouble whatsoever, StarEdit, SCXE, and SCMDraft choked on it and refused to open it, whilst StarForge opened it like a breeze.

UED77
Report, edit, etc...Posted by SI on 2005-07-15 at 18:23:38
QUOTE(UED77 @ Jul 15 2005, 04:42 PM)
Really? Oh, heh, I should've paid attention to the specs more... now I remember...
The third long in the Actions part of a trigger is the string ID for the sound.

Thanks for the reminder, Heim happy.gif

Does this mean that technically, the "WAV " section is not even required for Starcraft, and that it's only a waste of space in everyone's map to just make it a little easier on StarEdit identifying wav strings?

EDIT: I successfully removed the entire "WAV " section from a working map. Starcraft loaded it with no trouble whatsoever, StarEdit, SCXE, and SCMDraft choked on it and refused to open it, whilst StarForge opened it like a breeze.

UED77
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you probably triggered some aspect of protection detection then.
Report, edit, etc...Posted by Gigins on 2005-07-15 at 23:59:36
QUOTE(UED77 @ Jul 15 2005, 11:35 PM)
The sounds listed are wavs that can be found in any five of the MPQ archives used by the game (StarCD, BroodCD, StarDat, BrooDat, Patch_rt). When you a wav in a map, the file doesn't have to be located in the map MPQ itself, it can be in any of the five, and these are accessed by a string in the "WAV " section of the CHK (raw map data). When it attempts to find that path, it looks in the Map MPQ and other MPQs in an order I am only half-sure of (probably MAP, Patch_rt, BrooDat, BroodCD, StarDat, StarCD). When it finds it, it plays it.

The problem is that SCXE doesn't provide a mechanism for you to directly type in an entry into the "WAV " section, type in a string, and associate the two.

If you need to use such sounds, use SCMDraft or StarForge. It's somewhat strange that you even ask, since there is nothing wrong with using more than one editor, as long as you save frequent backups, which you should do anyway.

If you absolutely MUSTN'T use SCMDraft or StarForge, however, without actually adding the file itself into your map MPQ, which would greatly increase size, you can use a trick, although you will need a string table editor and WinMPQ.
Extract the desired wav from the MPQ archive it is in with WinMPQ. Add the file to your map with StarEdit or SCXE. Open the map in a program that is able to edit map strings (or extract all after-header parts of the "STR " section from the chk with a hex editor, save it as a binary file, rename it with a .tbl extension and open it with TBLpad), change the path from "staredit\wav\something.wav" to the original path it had back in the original MPQ, and save. Then remove the actual wav file from your map MPQ with WinMPQ, and compact the archive.

See, isn't is easier to use SCMDraft or StarForge?

UED77
[right][snapback]263155[/snapback][/right]


Eeeeh... I'll just download it but thanks anyway.

ADDITION:
QUOTE(ShadowBrood @ Jul 15 2005, 11:26 PM)
Go to http://www.supremestarcraft.com/ and get the sound extractors in the downloads section.
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Hey it says that file not found or something! I need different site.
Report, edit, etc...Posted by chuiu on 2005-07-16 at 17:39:05
I don't know why he's linking OFF site when I've had them here since SEN was first made: http://www.staredit.net/index.php?dlcategory=14
The sound utility programs.
Report, edit, etc...Posted by Gigins on 2005-07-16 at 18:55:50
QUOTE(chuiu_os @ Jul 17 2005, 12:39 AM)
I don't know why he's linking OFF site when I've had them here since SEN was first made: http://www.staredit.net/index.php?dlcategory=14
The sound utility programs.
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Hey thanks man. This is really working! cool. thumbup.gif
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