Author |
Topic: Rain & Thunder |
Techno_Clubber |
General Member Since: Aug 16, 2007 Posts: 19 Last: Apr 10, 2008 [view latest posts] |
|
|
|
COLMAC |
|
General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
|
|
|
DeekCiti |
|
General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Monday, Mar. 31, 2008 05:13 am |
|
you need to have this in your .gsc
Code: level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
and this in your soundalias file
Code:
#Emitters,,,,,,,,,,,,,,,,,,,,,,,,,,,,
elm_thunder_strike,1,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,2,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,3,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,4,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,5,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,500,,,0.4,,,,,
elm_thunder_strike,6,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,500,,,0.4,,,,,
elm_thunder_strike,7,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,500,,,0.4,,,,,
elm_thunder_strike,8,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.4,,,,,
elm_thunder_distant,1,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2,,,,,
elm_thunder_distant,2,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2
elm_thunder_distant,3,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2
elm_thunder_distant,4,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2
elm_thunder_distant,5,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
elm_thunder_distant,6,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
elm_thunder_distant,7,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
elm_thunder_distant,8,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
I had the same problem a while back and that was my fix.
BTW You know how to use triggers? Calling a sound with a trigger? |
|
|
|
COLMAC |
|
General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
|
|
|
FiremanPaul |
General Member Since: Nov 6, 2006 Posts: 84 Last: Oct 1, 2009 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Apr. 1, 2008 12:41 am |
|
Try page 4 of this post: http://www.modsonline.com/Forums-top-75588.html
I have it working in my map. If you have trouble, catch me on xfire. I can send you my csv files and walk you through it and explain what i did. Colmac, you already have me in your xfire friends list.
edited on Mar. 31, 2008 08:44 pm by FiremanPaul |
|
|
|
COLMAC |
|
General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Apr. 1, 2008 01:51 am |
|
i have and i just redid just now to make sure believe me i dont even post till ive done everything 20 or 30 times and like i said at lest 50 compiles for this the map this week alone the maps done and i added the heli, so now i cant even make a minimap and as for the loadscreen i have close to 20 didffent ones that ive tryed tga, dds, dx3, dx5, alfa, no alfa ,1024by1024
mini cant even get a screen shot and nothing in the tut even close happens
yes i have at least 10 or more time,s reset origins corner to corner same heigth as well just to be sure and try the prefabs for it as well ill try to hook up on xfire ,i have been server owner for 2 years DAZED&CONFUZED and have teamspeak
|
|
|
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Apr. 1, 2008 01:53 am |
|
I got mine working today here is how i did it.
1) I downloaded Thunder wave files:
Here
2) copied files to Call of Duty 4 - Modern Warfare\raw\sound\amb_elements
3) IN the folder Call of Duty 4 - Modern Warfare\raw\soundaliases
I created the file mp_mapname.csv
with the following data:
Quote: # # The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,
"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,
,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)"
,type,primed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded)
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1)
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")"
,masterslave,"if ""master"", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave."
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps."
,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe"
,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias)."
,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve'
,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by
,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'.
,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)"
,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound
,center percentage,this determines what percentage of the volume should be redirected to the center channel (equal percentage taken from all speakers).
,platform,"used by XMAUpdate to determine whether the alias should be processed for a particular platform. If blank, process for all platforms. Platforms are PC, XB, PS, WI. Multiple values should be separated by spaces. !PC will exclude alias from PC but include in all other platforms. PC will only include alias for PC. !PC XB is invalid."
,envelop_min,any sounds within this distance of the listener will use the full envelop percentage
,envelop_max,sounds between enevlop_min and envelop_max use a fraction of the envelop percentage,,,,,,,,,,,,,,,,,,,,,,,,,,
,envelop percentage,amount of omnidirectionality to apply,,,,,,,,,,,,,,,,,,,,,,,,,,
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,conversion
null,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,
#Emitters,,,,,,,,,,,,,,,,,,,,,,,,,
elm_thunder_strike,1,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,250,,,0.4,,
elm_thunder_strike,2,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,250,,,0.4,,
elm_thunder_strike,3,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,250,,,0.4,,
elm_thunder_strike,4,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,250,,,0.4,,
elm_thunder_strike,5,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,500,,,0.4,,
elm_thunder_strike,6,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,500,,,0.4,,
elm_thunder_strike,7,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,500,,,0.4,,
elm_thunder_strike,8,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_mapname ,,,,,750,,,0.4,,
elm_thunder_distant,1,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,750,,,0.2
elm_thunder_distant,2,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,750,,,0.2
elm_thunder_distant,3,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,750,,,0.2
elm_thunder_distant,4,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,750,,,0.2
elm_thunder_distant,5,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,1000,,,0.2
elm_thunder_distant,6,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,1000,,,0.2
elm_thunder_distant,7,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,1000,,,0.2
elm_thunder_distant,8,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_mapname ,,,,,1000,,,0.2
4) added the following to the zone file:
fx,weather/lightning_mp_farm
rawfile,sound/amb_elements/elm_thunder_strike1.wav
rawfile,sound/amb_elements/elm_thunder_strike2.wav
rawfile,sound/amb_elements/elm_thunder_strike3.wav
rawfile,sound/amb_elements/elm_thunder_strike4.wav
rawfile,sound/amb_elements/elm_thunder_dist1.wav
rawfile,sound/amb_elements/elm_thunder_dist2.wav
rawfile,sound/amb_elements/elm_thunder_dist3.wav
rawfile,sound/amb_elements/elm_thunder_dist4.wav
sound,mp_mapname,mp_mapname,!all_mp
5) added the following to mp_mapname_fx.gsc:
level._effect["lightning_mp_farm"] = loadfx( "weather/lightning_mp_farm" );
maps\mp\_fx::loopfx("lightning_mp_farm", (xxx, xxx, xxx), x);
compiled and ran and to my great joy thunder with no error.
|
|
|
|
COLMAC |
|
General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
|
|
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Apr. 1, 2008 05:46 pm |
|
COLMAC writes...Quote: dam still nothing but stock sounds where it say's "name" and "file" do i change it to my map ?
in the csv soundaliases csv
as for loadscreen tryed iwd 10 differnt whys today nothing made iwd used sombodys too use rar and zip nothing there
need to just turn it off for a week
Yes replace mp_mapname with your mapname
|
|
|
|
Techno_Clubber |
General Member Since: Aug 16, 2007 Posts: 19 Last: Apr 10, 2008 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Apr. 1, 2008 05:53 pm |
|
Nothing works...
Heres my GSC:
main()
{
maps\mp\mp_unreal_fx::main();
maps\createfx\mp_unreal_fx::main();
maps\mp\_load::main();
maps\mp\_explosive_barrels::main();
ambientPlay("ambient_backlot_ext");
getent ("radio1","targetname") playloopsound ("doorclose");
thread fanSpin();
game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}
fanSpin()
{
fan1 = getEnt( "fan1" , "targetname" );
fan2 = getEnt( "fan2" , "targetname" );
fan3 = getEnt( "fan3" , "targetname" );
while (1)
{
fan1 rotateyaw( 360, 5, 0, 0 );
fan2 rotateyaw( 360, 5, 0, 0 );
fan3 rotateyaw( 360, 5, 0, 0 );
wait 4.9;
}
}
Here's my mp_mapname_fx.gsc
main()
{
level._effect["fire"] = loadfx ("fire/firelp_barrel_pm");
level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
level._effect[ "rain_splash_mp_farm" ] = loadfx( "ambient_runners/mp_farm_rain_splash01" );
level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" );
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
precacheFX();
ambientFX();
}
precacheFX()
{
}
ambientFX()
{
//soundFX()
maps\mp\_fx::loopSound("doorclose", (-332.0,2227.0,39.0), 20);
}
Here's my soundalias CSV:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
doorclose,,misc/joga.wav,0.70,0.90,,,,950,1100,voice,,,looping,,mp_unreal,,,,,,,,
#Emitters,,,,,,,,,,,,,,,,,,,,,,,,,,,,
elm_thunder_strike,1,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,2,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,3,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,4,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,250,,,0.4,,,,,
elm_thunder_strike,5,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,500,,,0.4,,,,,
elm_thunder_strike,6,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,500,,,0.4,,,,,
elm_thunder_strike,7,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,500,,,0.4,,,,,
elm_thunder_strike,8,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.4,,,,,
elm_thunder_distant,1,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2,,,,,
elm_thunder_distant,2,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2
elm_thunder_distant,3,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2
elm_thunder_distant,4,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,750,,,0.2
elm_thunder_distant,5,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
elm_thunder_distant,6,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
elm_thunder_distant,7,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
elm_thunder_distant,8,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,all_mp,,,,,1000,,,0.2
Here's zonefile:
fx,ambient_runners/mp_cargoship_rain_noise01
fx,ambient_runners/mp_cargoship_rain_noise02
fx,ambient_runners/mp_cargoship_rain_noise03
fx,ambient_runners/mp_cargoship_rain_noise04
fx,ambient_runners/mp_cargoship_rain_noise05
fx,ambient_runners/mp_cargoship_rain_noise_ud01
fx,ambient_runners/mp_cargoship_rain_noise_ud02
fx,ambient_runners/mp_cargoship_rain_noise_ud03
fx,ambient_runners/mp_farm_rain_splash01
fx,ambient_runners/mp_farm_water_noise01
fx,ambient_runners/mp_farm_water_noise_ud01
fx,fire/firelp_barrel_pm
fx,fire/flame_small_em
fx,misc/cgoshp_drips
fx,misc/cgoshp_drips_a
fx,misc/no_effect
fx,props/barrel_fire_top
fx,props/barrel_ignite
fx,props/car_glass_brakelight
fx,props/car_glass_headlight
fx,props/car_glass_large
fx,props/car_glass_med
fx,smoke/car_damage_blacksmoke
fx,smoke/car_damage_blacksmoke_fire
fx,smoke/car_damage_whitesmoke
fx,smoke/steam_large_vent
fx,weather/lightning_mp_farm
fx,weather/lightning_mp_farm_a
fx,weather/lightning_mp_farm_b
fx,weather/lightning_mp_farm_bolt_a
fx,weather/lightning_mp_farm_c
fx,weather/rain_mp_farm
fx,weather/rain_noise
fx,weather/rain_noise_ud
fx,weather/rain_splash
fx,weather/rain_splash_mp_farm
fx,weather/water_noise
fx,weather/water_noise_ud
rawfile,sound/amb_elements/elm_thunder_dist1.wav
rawfile,sound/amb_elements/elm_thunder_dist2.wav
rawfile,sound/amb_elements/elm_thunder_dist3.wav
rawfile,sound/amb_elements/elm_thunder_dist4.wav
rawfile,sound/amb_elements/elm_thunder_strike1.wav
rawfile,sound/amb_elements/elm_thunder_strike2.wav
rawfile,sound/amb_elements/elm_thunder_strike3.wav
rawfile,sound/amb_elements/elm_thunder_strike4.wav
i've downloaded wav thunder sounds and put them in sound/amb_elements
Help please!!
|
|
|
|