About: In Game Music   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

To add Event Music to your levels, do the following: 1. * Open the Art Manager 2. * Import records/sounds/ambientpack/(choose pak) (for example it would be records/sounds/ambientpak/ambgrassland.dbr 3. * Import records/sounds/sounds/musicpack/(location event)/(musicpak) for example records/sounds/musicpak/greekevent/grkeventhelostheme.dbr 4. * Import one more record records/sounds/musicpak/(location random)/(musicpak) for example records/sounds/musicpak/greekrandom/grassland01mpakgrk.dbr 5. * Build / (F7) 6. * Exit out of Art manager and open Editor 7. * Open your mod 8. * Select the region you want to add the music to and open in Editor mode 9. * Select the area painter (I forget the exact name for it, it's the one in the middle with the red yell

AttributesValues
rdfs:label
  • In Game Music
rdfs:comment
  • To add Event Music to your levels, do the following: 1. * Open the Art Manager 2. * Import records/sounds/ambientpack/(choose pak) (for example it would be records/sounds/ambientpak/ambgrassland.dbr 3. * Import records/sounds/sounds/musicpack/(location event)/(musicpak) for example records/sounds/musicpak/greekevent/grkeventhelostheme.dbr 4. * Import one more record records/sounds/musicpak/(location random)/(musicpak) for example records/sounds/musicpak/greekrandom/grassland01mpakgrk.dbr 5. * Build / (F7) 6. * Exit out of Art manager and open Editor 7. * Open your mod 8. * Select the region you want to add the music to and open in Editor mode 9. * Select the area painter (I forget the exact name for it, it's the one in the middle with the red yell
dcterms:subject
abstract
  • To add Event Music to your levels, do the following: 1. * Open the Art Manager 2. * Import records/sounds/ambientpack/(choose pak) (for example it would be records/sounds/ambientpak/ambgrassland.dbr 3. * Import records/sounds/sounds/musicpack/(location event)/(musicpak) for example records/sounds/musicpak/greekevent/grkeventhelostheme.dbr 4. * Import one more record records/sounds/musicpak/(location random)/(musicpak) for example records/sounds/musicpak/greekrandom/grassland01mpakgrk.dbr 5. * Build / (F7) 6. * Exit out of Art manager and open Editor 7. * Open your mod 8. * Select the region you want to add the music to and open in Editor mode 9. * Select the area painter (I forget the exact name for it, it's the one in the middle with the red yellow green and blue shapes in it) 10. * For Layer, choose sound layer 11. * Click on new and change default style name to something more descriptive 12. * Click on the elipsies next to the Ambiant music box 13. * In the window that opens choose the ambiant music file you imported to the database (if this window is blank something went wrong with the import and build) 14. * Do the same for Ambiant sound and Event music boxes 15. * Follow current procedures to save and build mod or maps. 16. * Play test, if all went well you should hear some music.
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software