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Then you have to replace the extracted sound you want to. Just leave it at the directory you extracted to. This file will override the one contained in RAS file.
It's funny how steam censoring the word RASmaker lol if I don't write it as RAS-maker
Can you link me a RAS-viewing program? I don't want to risk downloading the wrong thing and getting a virus. Everything I google looks really shady.
It is a command prompt tool, so you have to be able to deal with that.
- open a command prompt
- type the drive letter[enter] your game is on, if it's not on C:
- type 'cd steam\steamapps\common\max payne[enter]' or whatever the path to your game is.
- type 'ras-maker -x x_data.ras[enter]' (the - sign in ras-maker should not be there)
- repeat that for x_music.ras and x_english.ras.
now the sounds are extracted and you can browse them with your windows explorer.
- in your game directory make a new folder and move the 3 ras files you unpacked there.
- you will see a data folder in your game directory, in the subfolder [data\database\sounds\...] and music are the sound files. (about 1300 .wav)
you can change the files you want and even play the game in extracted state.
screenshot to clarify
http://steamcommunity.com/sharedfiles/filedetails/?id=1258107688
Usually the error means that there are files that are the same, in the .ras and unpacked parts, maybe it can be solved by unpacking all ras files, and moving them away after that (no guarantee). If it worked you get a data folder in your max payne dir, and should have no ras files left there. I'm not really a modmaker, but i do know that error is pretty common.
Everything gets extracted in the 'data' directory in your Max Payne folder, in there there are a lot of subfolders containing the game data, so music would be in 'data\database\music' and sounds in 'data\database\sounds'
If there are no ras files the data folder is always used, a simple way to try would be to change for example the soundtrack you get when starting a new game. That is \data\database\sounds\ingame\misc\intro.wav (the part where the cop cars are called to aesir plaza and max is on the roof saying 'they are all dead...'
maybe you can find something in the documentation of the max-fx tools:
https://drive.google.com/file/d/1xhcZ5aJwWU6rsmAiitrPXCaxbi4n7UCK/view?usp=sharing
something else:
All wavs must be 8 or 16-bit; stereo or mono; 11025, 22050 or 44100 Hz
the game engine is a bit weird that way, some sounds that play fine in media player needed to be converted by the soundpatch to be audible in the game... so it's kind of picky about the format of the wavs
when the sound issues started and I made the soundpatch, i used goldwave to try and find a format that always played, that format was "PCM
unsigned 8bit, stereo", very old post about that:
http://forums.3drealms.com/vb/showthread.php?t=27985
haha I keep editing, but some things to try could be to use indirectsound.dll from the fixitall patch or sox from the old soundpatch.
the proper sox command would be:
SoX input.wav -u -b output.wav (input and output ofc. need to be replaced by your own filenames)
* assuming the sound is in the same directory as sox is.
-u is for unsigned, -b for byte format(8bits) if you feel experimental you could try -w instead of -b , - w being word(16bits)
can i ask what it is you are modding :) just out of curiosity?