Capturing the ambience of Star Wars: Galactic Battlegrounds
This Genie engine RTS challenges players with conquering exotic locales in a far away galaxy.
Capturing footage
Install the Expanding Fronts conversion mod to get high-resolution graphics, in widescreen aspect ratios, at 60fps. I couldn't find a way to hide the user interface, so we'll just crop a 720p image from our 1080p capture.
Use the forceexplore and forcesight cheats to completely reveal the map.
Identifying sounds
Ambient sound assets can be found inside Game\Sound\Terrain.
SWGB decides which sounds to play depending on which types of terrain are currently visible. To explore this mapping in detail, we can use Advanced Genie Editor's Terrains tab. For example, GRASS1 uses the Sound group ID of 6:
And on the Sounds tab, we can see which assets are part of group 6:
Sound groups reference
There are several audible terrain types. Here's a listing of each and their corresponding asset names:
#9 Water: shore, swamp, etc. W1, W2, W3, W4, W5
#1255 Lava: L1, L2, L3, V1
#7 Barrens: Dirt, ice, snow, barren trees. B1, B2, B3
#543 Jungle: strange or twisted tress. J1, J2, J3, J4
#8 Forest: all other kinds of trees. F1, F2, F3, F4, F5, F6, F7
#6 Grass: C, G1, G2, G3
Expanding (ambient) Fronts
The EF conversion mod adds a few biomes (e.g. Swamp, Metal) and remakes the ones above. EF also adds ambient sounds for map fauna e.g. Fambaas.
Putting it all together
Weave assets relevant to the visible terrain types into a compelling soundscape, using an editor like Audacity. Overlay this onto your game footage, using a tool like Shotcut.












