Staredit Network > Forums > SC1 Mapping Tools > Topic: Importing .wavs easily
Importing .wavs easily
Oct 30 2015, 12:05 pm
By: Pr0nogo  

Oct 30 2015, 12:05 pm Pr0nogo Post #1



SCMDraft's .wav import tool is primitive at best, and StarEdit won't open many maps without changing shit around (team colour, unit/doodad placements, etc.). I need an efficient method of mass importing 100+ wavs at a time without compromising by using either of these two programmes (unless some older version of SCMDraft has this feature? but I doubt that is the case).

I was told to check out StarForge but haven't had any luck making it work so I don't know if that's a viable alternative. Is there a third-party tool for this?




Oct 30 2015, 4:49 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You could create a new map in Staredit, import all the wavs, then import all the rest of your map via SC Map Importer / Exporter.

A windows XP VM might prove useful to get Starforge to work.

Not sure how far ChkDraft is in terms of adding wavs.

Post has been edited 1 time(s), last time on Oct 30 2015, 4:55 pm by NudeRaider.




Oct 30 2015, 5:02 pm jjf28 Post #3

Cartography Artisan

Quote from NudeRaider
Not sure how far ChkDraft is in terms of adding wavs.

Not yet implemented, though I'll make a note to have multi-select and import from MPQs.



Rs_yes-im4real - Clan Aura - jjf28.net84.net

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Oct 31 2015, 4:59 am Pr0nogo Post #4



I'll try the map importer. No dice with starforge even with WinXP.

Thanks ajf




Oct 31 2015, 6:49 am poiuy_qwert Post #5

PyMS and ProTRG developer

Why not just add them with an MPQ editor?




Oct 31 2015, 8:20 am Pr0nogo Post #6



Doesn't work.




Oct 31 2015, 4:15 pm poiuy_qwert Post #7

PyMS and ProTRG developer

You sure about that? You should be able to add the wav's to the mpq and then in SCMDraft just add a string for each wav (which is the path of the wav in the mpq) and reference that string in your triggers. That should work, though the editors may not list the wav's in the normal way.




Oct 31 2015, 4:53 pm Pr0nogo Post #8



Messing with strings crashes SCMdraft for me most times but the bigger issue is that I don't use trigedit, I use the GUI.




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[06:51 am]
Pr0nogo -- if the person joins my server they'll be able to get all the modding info they need, since very few people mod in SEN's server afaik
[06:44 am]
Pr0nogo -- no real idea though, i haven't explored that yet
[06:44 am]
Pr0nogo -- can't be done on scr probably
[06:44 am]
Pr0nogo -- they can but you need to set them up in a specific way
[06:44 am]
jjf28 -- like not necessarily turrets/cannons, but whether any building (CC/barracks/forge) could be given a weapon
[06:42 am]
Pr0nogo -- what does 'random buildings' mean
[06:42 am]
jjf28 -- o someone was curious if you could give random buildings weapons somehow
[06:41 am]
Pr0nogo -- what did you need
[06:40 am]
jjf28 -- kay
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