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im not experienced in this but I have done it with some other games on my own time for things like textures. Im sure it requires you to tweak the music you are adding to have a certain volume/bass/gain etc or else it might sound off with in game filters. but unsure.
the ones Ive seen on nexus are rather well done, and feel naturally implemented.
EDIT:
this mod has detailed instructions in the comments.
https://www.nexusmods.com/pacificdrive/mods/10?tab=description
thank you!!! def going to try this later
Aaaand the link is dead. What a shame...
The link is dead yes but archive.org still has it.
https://web.archive.org/web/20240316194712/https://www.nexusmods.com/pacificdrive/mods/10?tab=posts
Part 1: Preparing your .Wav Files
Use Audacity to lower the volume of your chosen tracks to below 0.5db to avoid audio distortion in the game.
Export as Wav (16-bit PCM) to a working directory ensuring to clear all the metadata fields in the process.
If you're feeling ambitious export one normal version and one with a little Treble & Bass/Filter Curve tweaking applied for the Car Radio version.
Part 2: Converting Files from .Wav to .wem
Install WWise 2021.1.0.7575
Load it up, create a new Project
Go to Project > Project Settings > Source Settings
Change the "Default Conversion Settings" to Vorbis Quality High.
Go to Project > Import Audio Files > Add Files > Select all the .WAVs for the track(s) you're converting.
Click Import
Once imported go to Project > Convert All Audio Files > Convert
This outputs all the .wem files to [UserDocumentsFolder]\WwiseProjects\PDriveMusic\.cache\Windows\SFX\
Part 3: Extracting files for replacement:
Install FModel (https://github.com/4sval/FModel) and point it at your Pacific Drive install folder.
Identify the track(s) you want to replace, each track has 3 versions: the original recording, one for the garage Jukebox, and one for the car radio. The radio tracklist and IDs are at the bottom of this post.
When picking which track to replace you want to choose one that has a similar track length to your replacement. It's not a strict rule but I have noticed that if a track is significantly longer than the original then the end sometimes gets cut off. This may be fixable but isn't something I've tested.
Using FModel, open pakchunk0-WindowsNoEditor.pak and navigate to PenDriverPro/Content/WwiseAudio/Media
Find the IDs for all three versions of the track you're replacing, right-click and select "Export Raw Data (.uasset)"
You should end up with 3 files for each version of the track for a total of 9 files: 3 .uasset files, 3 .ubulk files and 3 .uexp files.
Copy these files to your mod folder along with your .wem file.
Duplicate your .wem file so you've three copies, then delete the ubulk files and rename the .wems to have the same name and extension the ubulk had.
E.g. If you're replacing Bloodoath you'll rename your three .wem files as follows:
From: ExampleTrackJukebox.wem, ExampleTrackRadio.wem, ExampleTrackOriginal.wem
To: 616135733.ubulk , 92642239.ubulk, 704903982.ubulk
Not quite as immersive as the original soundtrack without editing each .wav for each kind of output but better than nothing, if anyone has tips on how to replicate the audio filter applied to the jukebox/car radio versions I'd love to hear them!
Part 4 (Optional): Updating Artist & Title:
Using FMod extract the .uasset files from this path in the pakchunk0-WindowsNoEditor.pak file:
PenDriverPro\Content\Music
Use a uAsset editor to change the Title and Artist properties of the MusicTrack export property. I used UAssetGUI without any problems ( https://github.com/atenfyr/UAssetGUI )
Part 5: Repaking your files:
Download and extract UnrealPak ( http://fluffyquack.com/tools/unrealpak.rar ) to the location of your choice.
In the UnrealPak folder create a subfolder for your Mod, in this example it's called "MixTape1".
Inside your mod folder create the required folder structure for the files you're replacing and copy your edited files into the relevant folder:
- /PenDriverPro/Content/Music/ if you did Part 4 with the .uasset files containing the track artist & titles
- /PenDriverPro/Content/WwiseAudio/Media/ for the replacement .ubulk song files
Drag the Mod folder onto UnrealPak-With-Compression.bat - this will create a .pak file named the same thing as your mod folder and contains your edited files
Copy the generated .pak file to your [GameInstallLocation]/PenDriverPro/Content/Paks/~Mods/ folder. Create the ~Mods folder if you don't aleady have one.
"so should we just slap a playlist the stations pull from?"
"nah too simple..."
"okay...throw it all in one mix that the game pulls timestamps from?"
"still too simple..."
"um...repak the music thru 3 different programs and then recompress all that into it's own file that needs to be decoded and repaked?"
"*gasp* make it impossible to add new music and it's PERFECT!"
Seriously in the past an 8 year old can do mods for a game. Now you need 4 different program to extract files via CMD, 3 to decompress, 2 for modyfing, 1 to compress, 3 to compress the compressed data, 1 to put back to the database, and 1 fking wizard from Hogwarts to run the game and not crash at the first splash screen.
So you work 3 days for one minor change, when in the past you can rework the half game in 1 week.
*It meant to be a funny comment, before feel it offensive*