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Animsound.cfg For Darth Vader re-skin - AngelModder


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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 0
BOTH_GESTURE1 41 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 47 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 52 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 56 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 59 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 62 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 65 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 68 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_GESTURE1 72 sound/weapons/saber/saberspinoff.wav 0 0 0
BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/vader/misc/death%d.wav 1 3 30
BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/vader/misc/death%d.wav 1 3 0
BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/vader/misc/death%d.wav 1 3 30
BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/vader/misc/death%d.wav 1 3 30
BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0
BOTH_ATTACK_BACK 3 sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_ATTACK_BACK 14 sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_CROUCHATTACKBACK1 8 sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_CROUCHATTACKBACK1 22 sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_FORCELEAP2_T__B_ 22 sound/weapons/saber/saberhup%d.wav 7 9 0
BOTH_A2_STABBACK1 12 sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_A2_STABBACK1 31 sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_BUTTERFLY_LEFT 9  sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_BUTTERFLY_LEFT 16  sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_BUTTERFLY_LEFT 22  sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_BUTTERFLY_LEFT 29  sound/weapons/saber/saberhup%d.wav 7 9 0
BOTH_BUTTERFLY_RIGHT 9  sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_BUTTERFLY_RIGHT 16  sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_BUTTERFLY_RIGHT 22  sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_BUTTERFLY_RIGHT 29  sound/weapons/saber/saberhup%d.wav 7 9 0
BOTH_FJSS_TL_BR 16 sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_FJSS_TL_BR 27 sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_FJSS_TL_BR 54 sound/weapons/saber/saberhup%d.wav 7 9 0
BOTH_FJSS_TR_BL 16 sound/weapons/saber/saberhup%d.wav 4 6 0
BOTH_FJSS_TR_BL 27 sound/weapons/saber/saberhup%d.wav 1 3 0
BOTH_FJSS_TR_BL 54 sound/weapons/saber/saberhup%d.wav 7 9 0
}
 
LOWERSOUNDS 
{
//walk1
BOTH_WALK1 6 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_WALK1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
//walk1
BOTH_WALK2 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_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 2 100
BOTH_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 2 100
BOTH_RUN2 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
//
BOTH_RUNBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_RUNBACK1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
//
BOTH_WALKBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_WALKBACK1 10 sound/chars/vader/misc/jump1%d.wav 1 2 100
//
BOTH_RUNBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_RUNBACK2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
//
BOTH_WALKBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_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 2 100
BOTH_WALL_RUN_LEFT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_WALL_RUN_LEFT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_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 2 100
BOTH_WALL_RUN_RIGHT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_WALL_RUN_RIGHT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_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 2 100
BOTH_WALL_FLIP_BACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
BOTH_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 0
BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0
BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0
}
 

 

 

 

Thank you for your time and help!

 

AngelModder

 

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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...

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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. 

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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 hilts

b) if it replaces a base hilt, people may want to normally use that hilt themselves, and wouldn't want the breathing

c) 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.

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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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