-
Posts
611 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Seven
-
-
I really like the new background, but perhaps some of the text should be darkened, because it makes it really hard to read.
-
I added it but its just not working.
This is my animsounds.cfg
// 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_MELEE1 2 sound/weapons/melee/swing%d.wav 1 4 0BOTH_MELEE2 2 sound/weapons/melee/swing%d.wav 1 4 0BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/obi-wan/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/obi-wan/misc/death%d.wav 1 3 0BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/obi-wan/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/obi-wan/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 0BOTH_MINDTRICK1 2 sound/chars/obi-wan/misc/trick1.wav 7 9 0}LOWERSOUNDS{//walk1BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0//walk2BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0//walk7BOTH_WALK7 5 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALK7 15 sound/player/footsteps/boot%d.wav 1 4 0//fastwalk (run)BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0//fastwalk (run)BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_FLIP_LEFT 1 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_LEFT 4 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_FLIP_RIGHT 1 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_RIGHT 4 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_RUN_LEFT 4 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_LEFT 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_LEFT 12 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_LEFT 16 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_RUN_RIGHT 4 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_RIGHT 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_RIGHT 12 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_RIGHT 16 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_FLIP_BACK1 1 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_BACK1 2 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_BACK1 5 sound/player/footsteps/boot%d.wav 1 4 0//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} -
Yes, the game doesn't recognize *trick as a CS like *jump, *land, etc. But that's ok, you don't need to actually include a new one of these. You can use a direct path to a sound instead (starting from sound, so sound/chars/cultist/misc/jump.wav for instance)
So I could do, sound/chars/cultist/misc/trick1.wav?
-
It's not perfect, but heres an example of what Poe's could looks like
-
I don't know if this is possible or not, but it'd be cool if the color of the grey part could change for specific playermodels. For example, Poe = Orange and Black, Rey = Tan, Vader = Black and Grey etc.
-
I was literally surprised that Harrison and Carrie BOTH voiced Han and Leia in Lego TFA. I literally didn't expect that when I saw a walkthrough of the game.
Old Carrie Fishers Voice freaks me out. But yeah Han's fun to hear.
-
-
Lego Star Wars TFA Lightsabers soundpack
http://www.mediafire.com/download/85yvv6jbtsl6ibf/zzzzzzzz_legotfasabersounds.zip
-
still, when finn turns it on with the kylo duel, it sounds like a normal saber, i think the tfa saberon sound should be saberon and the jedi saberon should be saberonquick, the same should go for saberoff
Link updated with changed ignition
-
it is good, but why not use the "jedi" saber turnon for normal saber turnon, and keep in mind to make saberhup sounds accurate to what they represent, what i mean by that is some of the saberhup sounds sound light, medium, and heavy, saberhup 1-3 is light, saberhup 4-6 is medium, and saberhup 7-9 is heavy
I did the saberhup ones accordingly to begin with, and I was skeptical about the saber turn on but I checked the movie and when rey turns on the saber it sounds like that.
GPChannel likes this -
Lego Star Wars TFA lightsaber soundpack
http://www.mediafire.com/download/85yvv6jbtsl6ibf/zzzzzzzz_legotfasabersounds.zip
They actually really sound good.swegmaster likes this -
-
Probably BOTH_MIND_TRICK or BOTH_MINDTRICK or something. Check in _humanoid/animations.cfg, it lists all of them.
So I went in and added both mindtrick thing with a sound. I tried where on another animation it would say *jump1 for example *trick1, and in game it says unknown custom sound *trick1. So is this where I would need to access the source code?
-
Whats the animation for mindtrick?
-
That's actually not all that difficult, there's the ability to do that with the animsounds.cfg, but i'm not sure that all player models possess one of these. I think NeoMarz' Darth Vader has some animsounds.cfg to make the breathing effect.
Can I just add them to the playermodels?
-
Moving back to the ROTS voices, I noticed there was only one pain noise for Obi-Wan, and looking at gameplay there is definitely more. I've created a really big soundpack for him, and atm its using BF2 pain sounds for him. Does anyone know how to get those pain noises?
-
Well, no not really. All Tt Games did was rip sounds from the movie and edit them, for clarity and background ambience, to put them in the game. They didn't hire or bring in any of the actors to do specific clips.
I played the game, they definately added sounds. Many parts of the game weren't in the move, for example you play a mission as rey and player 2 is the mind tricked stormtrooper, and there is tons of extremely specific dialogue. Same thing with Leia and Han. Also I've seen news articles about Fords appearance.
-
The only part of that tutorial that is Windows specific is what choice of IDE you're going to use. Download XCode and configure CMake through cmake-gui to use XCode.
You'll also want to install SDL2 and homebrew, details on this are on the OPENJK repository. Check in the wiki here: http://github.com/Razish/OpenJK
I hopefully will be able to do this, but is it just as complicated to add a character sound to a specific animation? For example, if the player or npc were to say something when they perform a mind trick.
-
are you making anything tfa-related, just wondering, i'll still pm them once i get rid of the voices of the same lines in different languages
I want to work on some soundpacks. Its got Daisy Ridley John Boyega and the rest of the crew. Plus Harrison Ford did hans voice in the game which is a first for him.
-
-
As I explained, it's a code edit, in C++. Are you comfortable making code edits? I recommend following my tutorial on compiling OpenJK, and taking a peek at my primer for a solid foundation, although you certainly don't have to memorize all of it.
If you're comfortable making these types of edits and have compiled OpenJK for SP successfully, I can proceed.
The first line of the tutorial, I'm on mac. Is there any alternatives here?
-
Yes? I don't see why it wouldn't lol.
Cool, so, uh, how?
-
It needs a code edit (that's strictly clientside, although if you want to guarantee that all clients will hear the same sound, you need a server edit too). I can explain how I did it though.
Ok, but is it doable in sp aswell?
-
Sorry to bump an older thread, but how did you do this @@eezstreet?
Simplified Hud
in WIPs, Teasers & Releases
Posted
Or you could have optional numbers or no numbers?