AngelModder Posted December 13, 2013 Posted December 13, 2013 Ok I'm getting into the final touches on this model, but I've ran into a small hiccup. What I would like to do is make it so when ever your walking and or running etc you can hear darth vader breathing. If it is possible maybe even when your just standing there. I saw in the original animsound.cfg it had a specified (costum sound for when Vaders hands are cut off. So theoretically this same idea can be applied to the other animations stated in the animsound.cfg and perhaps added onto for other events such as standing etc. Ok below in the spoiler I have included everything in the animsound.cfg for vader including my failed alteration. the path to the sound is sound/chars/vader/misc/jump1.wav <--- the breathing sound. However I am a little confused by this file... I tried to mimic what I saw for the hand cut offs but obviously I dont know what I am doing here. // Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds// To deviate from this will court disaster the likes of which have never before been // seen //// RECORD STRUCTURE :// Animation enum/name// Frame into sequence where sound should start// sound file// starting number (if there are variations of the name: laser1laser2laser3)// ending number// probability sound will play// UPPERSOUNDS {BOTH_GESTURE1 30 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 41 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 47 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 52 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 56 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 59 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 62 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 65 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 68 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 72 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/vader/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/vader/misc/death%d.wav 1 3 0BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/vader/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/vader/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0BOTH_ATTACK_BACK 3 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_ATTACK_BACK 14 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_CROUCHATTACKBACK1 8 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_CROUCHATTACKBACK1 22 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_FORCELEAP2_T__B_ 22 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_A2_STABBACK1 12 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_A2_STABBACK1 31 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_LEFT 9 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_LEFT 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_BUTTERFLY_LEFT 22 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_LEFT 29 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_BUTTERFLY_RIGHT 9 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_RIGHT 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_BUTTERFLY_RIGHT 22 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_RIGHT 29 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_FJSS_TL_BR 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_FJSS_TL_BR 27 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_FJSS_TL_BR 54 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_FJSS_TR_BL 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_FJSS_TR_BL 27 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_FJSS_TR_BL 54 sound/weapons/saber/saberhup%d.wav 7 9 0} LOWERSOUNDS {//walk1BOTH_WALK1 6 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALK1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100//walk1BOTH_WALK2 5 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALK2 18 sound/chars/vader/misc/jump1%d.wav 1 2 100//fastwalk (run)BOTH_RUN1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_RUN1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100//fastwalk (run)BOTH_RUN2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_RUN2 20 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_RUNBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_RUNBACK1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_WALKBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALKBACK1 10 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_RUNBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_RUNBACK2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_WALKBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALKBACK2 10 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_WALL_RUN_LEFT 5 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_RUN_LEFT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_RUN_LEFT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_RUN_LEFT 17 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_WALL_RUN_RIGHT 5 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_RUN_RIGHT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_RUN_RIGHT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_RUN_RIGHT 17 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_WALL_FLIP_BACK1 1 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_FLIP_BACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100BOTH_WALL_FLIP_BACK1 7 sound/chars/vader/misc/jump1%d.wav 1 2 100//BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0} Thank you for your time and help! AngelModder
Circa Posted December 13, 2013 Posted December 13, 2013 I never could really get this to work properly either. One alternative you could use, which works great, is use the "breathing hilt" technique as seen in this mod: https://jkhub.org/files/file/847-rotj-darth-vader-39breathing39-hilt/
AngelModder Posted December 13, 2013 Author Posted December 13, 2013 The problem with the hilt idea is that it would need to be on the server. Alternatively I use Broken Hopes Vader Default overwrite for visual effect. Question is can I apply a new sounds set to it so even though its a default overwrite you would hear his breathing, the down side to this though is that any one using that hilt would also have his sound which to hear kyle breathing like an asthmatic amputee would be weird! Now an idea mkight be to make it replace say the trainer or kyle's but a LOT of people use that hilt... Honestly the animation cfg is the best option according to sources. it can be done but theres little reference to how...
Circa Posted December 13, 2013 Posted December 13, 2013 Yes, but your Vader skin/model would have to be on the server as well for anyone else to see it. Same goes for any mod.
Futuza Posted December 14, 2013 Posted December 14, 2013 Just release the skin with the hilt, that way it'd be pretty unlikely to find a server that had deliberately removed the hilt.
AngelModder Posted December 14, 2013 Author Posted December 14, 2013 Yes, but your Vader skin/model would have to be on the server as well for anyone else to see it. Same goes for any mod.Yes exactly, this why I want to do it via the animsound.cfg. that way nothing needs to be on the server, as with any skin if they have, they will see /hear it. The hilt idea is not bad but like I said most servers have only the 9 single hilts unlocked, some times theyve even locked kyles.Granted I could make it over write the stinger, which still shows up and most servers allow. I believe its name is saber Single_trainer? The reason I would want to overwrite THAT one, is that it is RARELY used by any one, so I wouldnt see a bunch of kyles running around with vaders saber and breathing like him... The only down side to overwriting the trainer is the range of the blade, while visually I can correct this, the acctual tip is still decided server side, so people will be miss aiming with it.. I had already planned on releasing Broken Hopes Darth Vader Default Overwrite Lightsaber, It overwrites the adept. maybe Ill just change the sounds on it as well for the pack... but its still not exactly what Ive wanted.
Circa Posted December 14, 2013 Posted December 14, 2013 How are they going to see/hear it if it's not on the server? Did I miss a trick to make things appear to others just by replacing things instead of adding? :blink:
Omicron Posted December 14, 2013 Posted December 14, 2013 What he wants is to have Vader's walk sounds (and idle sounds, may not be possible tho) to have vader breathing. The reason being why it's not a lightsabre is because: a) The server may not allow custom hiltsb) if it replaces a base hilt, people may want to normally use that hilt themselves, and wouldn't want the breathingc) if other people don't have the skin, but you do, and they have the replaced base hilt, you'll hear it breathing for them which you don't want. So basically Angel only wants the skin itself to have the breath effects.
Asgarath83 Posted December 14, 2013 Posted December 14, 2013 If yu wanna run a specific efx, in an animation, i suggest you to use, maybe for Force attack, the Animevents.cfg. for animsound, watch your model animation on Modview, for calibrate the correct start frame of the sound in an animation. you can see an animation frame by frame and choose the moment for start the sound.
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