Post by StoneWall on Aug 30, 2016 2:08:03 GMT
Haven't tried it, but here you go!
www.beerwarriors.net/forum/m/33686804/viewthread/26096599-mechwarrior-3-sound-fx-mod-for-online
www.beerwarriors.net/forum/m/33686804/viewthread/26096599-mechwarrior-3-sound-fx-mod-for-online
Current Version: v1.0 - MW3 Sound FX Zip Download
Install:
Copy over all .pak's to your MechWarrior Online/Game folder (no files are replaced), or just choose the ones you want. If you already have the MW2 sound fx mod installed, you'll have to remove it or these will conflict. However you can mix and match the .paks if you want like MW2 Bitching Betty but MW3 weapon sounds.
Files:
z-MW3-BitchingBetty_Sounds.pak - Self Explanatory
z-MW3-Cockpit_Sounds.pak - Includes missile targeting/lock, heat warnings, power on and off, zoom, and critical damage sounds
z-MW3-FE_Sounds.pak - Just the menu sounds
z-MW3-Mech_Sounds.pak - Jumpjet and footstep sounds
z-MW3-Physics_Sounds.pak - Weapon impacts, collisions, and component destroyed sounds
z-MW3-Weapons_Sounds.pak - Also self explanatory
Features and Sounds Replaced:
-All Bitching Betty sounds replaced
-All weapon sounds replaced, including ammo reloads and recharges
-Footstep sounds including different sounds for water and snow
-Menu sounds, yay! Including some extra sound for the CW map
-Power up and power down sounds
-overheat, critical damage sounds
-Missile lock, missile incoming, and obtaining missile lock sounds
-Mech bumping into things sounds
-Component destruction sound
-Weapon impact sounds for all weapons
-jumpjets and coolant flush sounds
Known Issues:
-Coolant flush sounds don't actually work, but this is due to MWO not calling the event in game
-MW3 Bitching Betty will say "internal ammo explosion detected" if it's a weapon exploding (Gauss Rifle)
-Bitching Betty sounds can be a bit quiet, I recommend boosting the dialogue audio slider in game above normal sound fx audio slider
Behind Da Scenes:
So as with the MW2 Sound FX Mod, a lot of the sounds for MW3 had to be modified to get them to play correctly for MWO, as they worked entirely differently in MechWarrior 3. One of the main things being pulse lasers. In MechWarrior 3, there were 3 sound effects for the pulse laser, an initial fire sound, a "beam on" sound, and the end sound. The reason for this is because the duration of the pulse lasers could change and were dynamic with how long you held down your fire button. So what I had to do to get them to work with MWO is combine all 3 sounds, and manually position them to equal the correct duration of pulse lasers in MWO for each small, medium, and large pulse lasers (plus clan):
lrDACRF.png
Now I used the normal duration time for each laser to do this, but of course with certain quirks and modules, the durations can be either longer or shorter, so sometimes the sound may be slightly off, but there isn't really anything I can do about that
There was also a large amount of work involved adjusting all the volumes to balance them out, and going through the sound effects 1 by 1 fixing the pitches, as most of them were off due to the way they were programmed within the FMOD files, so in game they would play at the wrong pitch or with variable pitches, etc:
i4YKkti.png
Thanks for taking the time to check this mod out, and also for everyone pushing me to make this mod haha, this was a lot of fun. Feel free to post feedback or any bugs you find in this thread. Long live the MechWarrior community! \o/
Install:
Copy over all .pak's to your MechWarrior Online/Game folder (no files are replaced), or just choose the ones you want. If you already have the MW2 sound fx mod installed, you'll have to remove it or these will conflict. However you can mix and match the .paks if you want like MW2 Bitching Betty but MW3 weapon sounds.
Files:
z-MW3-BitchingBetty_Sounds.pak - Self Explanatory
z-MW3-Cockpit_Sounds.pak - Includes missile targeting/lock, heat warnings, power on and off, zoom, and critical damage sounds
z-MW3-FE_Sounds.pak - Just the menu sounds
z-MW3-Mech_Sounds.pak - Jumpjet and footstep sounds
z-MW3-Physics_Sounds.pak - Weapon impacts, collisions, and component destroyed sounds
z-MW3-Weapons_Sounds.pak - Also self explanatory
Features and Sounds Replaced:
-All Bitching Betty sounds replaced
-All weapon sounds replaced, including ammo reloads and recharges
-Footstep sounds including different sounds for water and snow
-Menu sounds, yay! Including some extra sound for the CW map
-Power up and power down sounds
-overheat, critical damage sounds
-Missile lock, missile incoming, and obtaining missile lock sounds
-Mech bumping into things sounds
-Component destruction sound
-Weapon impact sounds for all weapons
-jumpjets and coolant flush sounds
Known Issues:
-Coolant flush sounds don't actually work, but this is due to MWO not calling the event in game
-MW3 Bitching Betty will say "internal ammo explosion detected" if it's a weapon exploding (Gauss Rifle)
-Bitching Betty sounds can be a bit quiet, I recommend boosting the dialogue audio slider in game above normal sound fx audio slider
Behind Da Scenes:
So as with the MW2 Sound FX Mod, a lot of the sounds for MW3 had to be modified to get them to play correctly for MWO, as they worked entirely differently in MechWarrior 3. One of the main things being pulse lasers. In MechWarrior 3, there were 3 sound effects for the pulse laser, an initial fire sound, a "beam on" sound, and the end sound. The reason for this is because the duration of the pulse lasers could change and were dynamic with how long you held down your fire button. So what I had to do to get them to work with MWO is combine all 3 sounds, and manually position them to equal the correct duration of pulse lasers in MWO for each small, medium, and large pulse lasers (plus clan):
lrDACRF.png
Now I used the normal duration time for each laser to do this, but of course with certain quirks and modules, the durations can be either longer or shorter, so sometimes the sound may be slightly off, but there isn't really anything I can do about that
There was also a large amount of work involved adjusting all the volumes to balance them out, and going through the sound effects 1 by 1 fixing the pitches, as most of them were off due to the way they were programmed within the FMOD files, so in game they would play at the wrong pitch or with variable pitches, etc:
i4YKkti.png
Thanks for taking the time to check this mod out, and also for everyone pushing me to make this mod haha, this was a lot of fun. Feel free to post feedback or any bugs you find in this thread. Long live the MechWarrior community! \o/