How do you Create a Siren Mod?
Can someone walk me through how to make one?
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How do you Create a Siren Mod?
Hi all. This is my first post on MM2X.com. Can someone walk me through how to make a siren mod. I already used deAR2 to export the mm2 police sirens. Do sirens need to be a certain length and in a certain format? I don't know so can somebody walk me through on this. Oh yeah and the sirens are SF replacing. Thanks all.
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Hi. Good start having extracted the sirens sounds from one of the game .ar files with DeAR 2, but this thing can be avoided using an already made siren mod like this. Open the .ar file with WinZip or WinRar and extract files and folders from it, so you already have; the .csv file is to edit in case you want to use only one audio file for example, otherwise if you plan to change the other four files (with names like the original game ones), delete it. That siren mod works in SF only.
Probably there's no limit of length for the sounds used, but is always better don't exaggerate in this, maximum 30 seconds is enough. About the format the files must the in .wav and in PCM audio format; you can see this from the properties of the extracted files.
Probably there's no limit of length for the sounds used, but is always better don't exaggerate in this, maximum 30 seconds is enough. About the format the files must the in .wav and in PCM audio format; you can see this from the properties of the extracted files.
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Yeah, forgot to explain how to make the .ar file. It's very simple, just make a .zip file of the Aud folder with the Aud22 folder and the files in it (better use WinRar to make it, not WinZip) and after rename the file extension to .ar, or, put directly the .ar extension while creating the archive (as this image shows).
Another way is to edit that siren mod .ar file opening it with WinRar and adding the audio files to replace and delete the files that have to be deleted, all directly to the archive.
Add at least three "!" symbols ahead the created .ar file and make sure to don't have any other SF siren mod in your game folder. After, place your made mod in the game folder and test it in-game.
Another way is to edit that siren mod .ar file opening it with WinRar and adding the audio files to replace and delete the files that have to be deleted, all directly to the archive.
Add at least three "!" symbols ahead the created .ar file and make sure to don't have any other SF siren mod in your game folder. After, place your made mod in the game folder and test it in-game.
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If you've replaced the four default game SF sirens sounds with yours make sure to don't have included the sfpolicesiren.csv file, otherwise, if you've used only one audio file, edit the sfpolicesiren.csv file of that siren mod with Notepad changing the audio file name with the one decided by you.
From as you say seems that you've changed only three of those four audio files, and if is so extract the original sfpolicesiren.csv file from the game with DeAR 2, open it and delete the part about the file that you haven't changed. This file have to be present in the directory Aud/Cardata/Player and included in the created .ar file obviously.
From as you say seems that you've changed only three of those four audio files, and if is so extract the original sfpolicesiren.csv file from the game with DeAR 2, open it and delete the part about the file that you haven't changed. This file have to be present in the directory Aud/Cardata/Player and included in the created .ar file obviously.
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If you've changed and so replaced all the four audio files that's enough, you haven't to edit and so include the .csv file too. Make sure that the audio files names are exactly the same of the game default ones, otherwise the change in-game won't happen.
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That ".22k" is part of the file name, the extension is .wav. When I've said that the file names have to be exactly like the default SF sirens sounds of course is meant with that ".22k" part, the complete file name. How can this not be clear enough?
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