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Seven

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Posts posted by Seven

  1. 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 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_MELEE1    2 sound/weapons/melee/swing%d.wav 1 4 0
    BOTH_MELEE2    2 sound/weapons/melee/swing%d.wav 1 4 0
    BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/obi-wan/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/obi-wan/misc/death%d.wav 1 3 0
    BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/obi-wan/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/obi-wan/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
    BOTH_MINDTRICK1 2 sound/chars/obi-wan/misc/trick1.wav 7 9 0
    }
     
    LOWERSOUNDS 
    {
    //walk1
    BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0
    //walk2
    BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0
    //walk7
    BOTH_WALK7 5 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALK7 15 sound/player/footsteps/boot%d.wav 1 4 0
    //fastwalk (run)
    BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0
    //fastwalk (run)
    BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0
    //
    BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0
    //
    BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0
    //
    BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0
    //
    BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0
    //
    BOTH_WALL_FLIP_LEFT 1 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_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 0
    BOTH_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 0
    BOTH_WALL_RUN_LEFT 8 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALL_RUN_LEFT 12 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_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 0
    BOTH_WALL_RUN_RIGHT 8 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALL_RUN_RIGHT 12 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_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 0
    BOTH_WALL_FLIP_BACK1 2 sound/player/footsteps/boot%d.wav 1 4 0
    BOTH_WALL_FLIP_BACK1 5 sound/player/footsteps/boot%d.wav 1 4 0
    //
    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
    }

  2. 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?

  3. 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
  4. 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?

  5. 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?

  6. 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?

  7. 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.

  8. @@Seven

    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.

  9. 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?

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