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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, StrYdeR, techno2sl, batistablr, Welshy, Rasta, supersword, playername, NovemberDobby
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Author Topic: Sound decompiler *download*
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 12:07 am
No problems at all.
Rasta
General Member
Since: Apr 10, 2004
Posts: 5066
Last: Mar 17, 2010
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 03:09 am
Ok so having now obtained the sound files (every single .ff extracted) there is no missing sounds error on compile or in the console yet the game is still silent for me [confused]

Anybody care to share how they got there sp sounds to function?
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 03:19 am
I have made a zip file with all the things you need. Click the link to download:

http://files.filefront.com/AllSoundsZombieszip/;12599323;/fileinfo.html

Just follow the readme.txt instructions.
elim
General Member
Since: Feb 6, 2004
Posts: 512
Last: Jun 3, 2009
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 03:23 am
rasta check

zone_source/english/assetlist/code_post_gfx.csv'
zone_source/english/assetlist/common.csv'
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 03:26 am
The only files you have to add or modify:

raw\soundaliases\nazi_zombie_MAPNAMEHERE.csv
zone_source\nazi_zombie_MAPNAMEHERE.csv

elim
General Member
Since: Feb 6, 2004
Posts: 512
Last: Jun 3, 2009
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 03:46 am
forget me last post go to zone source and edit your csv replace hospitalhell with your mapname

ignore,code_post_gfx
ignore,common

col_map_sp,maps/nazi_zombie_hospitalhell.d3dbsp
rawfile,maps/nazi_zombie_hospitalhell.gsc
rawfile,maps/nazi_zombie_hospitalhell_anim.gsc
rawfile,maps/nazi_zombie_hospitalhell_amb.gsc
rawfile,maps/nazi_zombie_hospitalhell_fx.gsc

// New
rawfile,clientscripts/nazi_zombie_hospitalhell.csc
rawfile,clientscripts/nazi_zombie_hospitalhell_fx.csc
rawfile,clientscripts/createfx/nazi_zombie_hospitalhell_fx.csc
rawfile,maps/createfx/nazi_zombie_hospitalhell_fx.gsc

sound,common,nazi_zombie_hospitalhell,all_sp
sound,generic,nazi_zombie_hospitalhell,all_sp
sound,voiceovers,nazi_zombie_hospitalhell,all_sp
sound,requests,nazi_zombie_hospitalhell,all_sp
sound,weapons,nazi_zombie_hospitalhell,all_sp
sound,projectiles,nazi_zombie_hospitalhell,all_sp
sound,nazi_zombie_hospitalhell,nazi_zombie_hospitalhell,all_sp
sound,weapons,,all_mp
sound,weapons,,all_sp

sound,common,mp_testmap,!all_mp
sound,generic,mp_testmap,!all_mp
sound,voiceovers,mp_testmap,!all_mp
sound,multiplayer,mp_testmap,!all_mp

// for zombie specific assets
include,zombiemode

// for coop players
include,common_player_us

// for all weapon sounds
sound,weapons,audio_test_tuey,all_sp
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a
fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect
xmodel,skybox_zombie
// WEAPONS
// regular weapons
weapon,sp/zombie_colt
weapon,sp/zombie_melee
weapon,sp/bar
weapon,sp/bar_bipod
weapon,sp/bar_bipod_crouch
weapon,sp/bipod_prone
weapon,sp/bipod_stand
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/colt_wet
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k6
weapon,sp/kar98k_scoped
weapon,sp/kar98k_scoped_bayonet
weapon,sp/kar98k_scoped_bayonet_zombie
weapon,sp/fraggrenade
weapon,sp/m2_flamethrower_zombie
weapon,sp/molotov
weapon,sp/napalmblob
weapon,sp/napalmbloblight
weapon,sp/doublebarrel
weapon,sp/m1carbine
weapon,sp/fg42_bipod
weapon,sp/doublebarrel_sawed_grip
weapon,sp/gewehr43
weapon,sp/ptrs41_zombie
weapon,sp/shotgun
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
weapon,sp/springfield
weapon,sp/m1garand_gl
weapon,sp/panzerschrek
weapon,sp/mk2_frag
weapon,sp/m7_launcher
weapon,sp/walther
weapon,sp/sw_357
weapon,sp/30cal_bipod
weapon,sp/stielhandgranate
weapon,sp/ray_gun
weapon,sp/type99_lmg

weapon,sp/fg42_bipod_crouch
weapon,sp/fg42_bipod_stand
weapon,sp/fg42_bipod_prone
weapon,sp/mg42_bipod_crouch
weapon,sp/mg42_bipod_stand
weapon,sp/mg42_bipod_prone
weapon,sp/type99_lmg_bipod_crouch
weapon,sp/type99_lmg_bipod_stand
weapon,sp/type99_lmg_bipod_prone

fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone

fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short
fx,env/smoke/fx_fog_rolling_thick_600x600
Rasta
General Member
Since: Apr 10, 2004
Posts: 5066
Last: Mar 17, 2010
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 04:07 am
Humm.. still no luck, thanks for your post elim. This is a Sp map not zombie but shouldn't be much difference so tried you setup (slightly modified) still nothing [ohwell]
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 04:13 am
And you have all of the files in raw\sound, correct? If it is 'sounds', that is not the correct directory, it must be 'sound'.
Rasta
General Member
Since: Apr 10, 2004
Posts: 5066
Last: Mar 17, 2010
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 04:26 am
Correct, checked that again after you posted to make sure i wasn't making a stupid mistake, compile shows nothing wrong;
Code:
args: -nopause -language english island_port
Fastfile 1 of 1, "island_port": [ver. 387] process...

deleted 124 duplicate polys from 963 poly mesh (null)
deleted 74 duplicate polys from 432 poly mesh (null)
deleted 36 duplicate polys from 247 poly mesh (null)
deleted 6 duplicate polys from 372 poly mesh (null)
deleted 6 duplicate polys from 190 poly mesh (null)
deleted 13 duplicate polys from 76 poly mesh (null)
deleted 8 duplicate polys from 44 poly mesh (null)
deleted 4 duplicate polys from 24 poly mesh (null)
deleted 8 duplicate polys from 1570 poly mesh (null)
deleted 8 duplicate polys from 601 poly mesh (null)
Priming water: .................................................................................................... finished
deleted 20 duplicate polys from 160 poly mesh (null)
deleted 20 duplicate polys from 160 poly mesh (null)
deleted 2 duplicate polys from 132 poly mesh (null)
deleted 20 duplicate polys from 160 poly mesh (null)
deleted 20 duplicate polys from 160 poly mesh (null)
deleted 2 duplicate polys from 204 poly mesh (null)
deleted 93 duplicate polys from 1071 poly mesh (null)
deleted 512 duplicate polys from 768 poly mesh (null)
deleted 512 duplicate polys from 3606 poly mesh (null)
deleted 512 duplicate polys from 1593 poly mesh (null)
deleted 1 duplicate polys from 1338 poly mesh (null)
deleted 4 duplicate polys from 382 poly mesh (null)

link...compress...save...done.
Not sure what else to try, here is my csv, maybe im missing something obvious?
Code:
ignore,code_post_gfx
ignore,common

// Scripts
col_map_sp,maps/island_port.d3dbsp
rawfile,maps/island_port.gsc
rawfile,maps/island_port_anim.gsc
rawfile,maps/island_port_amb.gsc
rawfile,maps/island_fx.gsc
rawfile,maps/_createfx.gsc

// Sounds
sound,common,island_port,all_sp
sound,generic,island_port,all_sp
sound,voiceovers,island_port,all_sp
sound,requests,island_port,all_sp
sound,character,island_port,all_sp
sound,weapons,island_port,all_sp
sound,projectiles,island_port,all_sp
sound,us_battlechatter,island_port,all_sp
sound,ja_battlechatter,island_port,all_sp
sound,physics,island_port,all_sp

// regular weapons,,,
weapon,sp/zombie_colt
weapon,sp/zombie_melee
weapon,sp/bar
weapon,sp/bar_bipod
weapon,sp/bar_bipod_crouch
weapon,sp/bipod_prone
weapon,sp/bipod_stand
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/colt_wet
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k6
weapon,sp/kar98k_scoped
weapon,sp/kar98k_scoped_bayonet
weapon,sp/kar98k_scoped_bayonet_zombie
weapon,sp/fraggrenade
weapon,sp/m2_flamethrower_zombie
weapon,sp/molotov
weapon,sp/napalmblob
weapon,sp/napalmbloblight
weapon,sp/doublebarrel
weapon,sp/m1carbine
weapon,sp/fg42_bipod
weapon,sp/doublebarrel_sawed_grip
weapon,sp/gewehr43
weapon,sp/ptrs41_zombie
weapon,sp/shotgun
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
weapon,sp/springfield
weapon,sp/m1garand_gl
weapon,sp/panzerschrek
weapon,sp/mk2_frag
weapon,sp/m7_launcher
weapon,sp/walther
weapon,sp/sw_357
weapon,sp/30cal_bipod
weapon,sp/stielhandgranate
weapon,sp/ray_gun
weapon,sp/type99_lmg


// this is for mountable weapons,
weapon,sp/30cal_bipod
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone
weapon,sp/fg42_bipod_crouch
weapon,sp/fg42_bipod_stand
weapon,sp/fg42_bipod_prone
weapon,sp/mg42_bipod_crouch
weapon,sp/mg42_bipod_stand,
weapon,sp/mg42_bipod_prone,
weapon,sp/type99_lmg_bipod_crouch,
weapon,sp/type99_lmg_bipod_stand,
weapon,sp/type99_lmg_bipod_prone,

// Models
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
xmodel,tag_origin
xmodel,tag_origin_animate
xmodel,char_usa_marine_player_body1_1
xmodel,char_usa_marine_head1_1
xmodel,char_usa_raider_helm1
xmodel,char_usa_raider_gear2
xmodel,char_usa_marine_player_body2_1
xmodel,char_usa_marine_head2_2
xmodel,char_usa_raider_helm2
xmodel,char_usa_raider_gear3
xmodel,char_usa_marine_head3_3
xmodel,char_usa_marine_head4_4

// FX
fx,env/electrical/fx_elec_wire_spark_burst_blue
fx,env/water/fx_water_drips_hvy
fx,env/water/fx_wtr_wake_rt_sm_30mph
fx,env/smoke/fx_smoke_crater
fx,env/fire/fx_fire_barrel_small
fx,env/fire/fx_fire_barrel_pm

fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 9, 2008 04:30 am
Try this in the CSV you posted above:

Code:

sound,common,nazi_zombie_MAPHERE,all_sp
sound,generic,nazi_zombie_MAPHERE,all_sp
sound,voiceovers,nazi_zombie_MAPHERE,all_sp
sound,requests,nazi_zombie_MAPHERE,all_sp
sound,weapons,nazi_zombie_MAPHERE,all_sp
sound,projectiles,nazi_zombie_MAPHERE,all_sp
sound,nazi_zombie_MAPHERE,nazi_zombie_MAPHERE,all_sp
sound,weapons,,all_mp
sound,weapons,,all_sp
sound,common,mp_testmap,!all_mp
sound,generic,mp_testmap,!all_mp
sound,voiceovers,mp_testmap,!all_mp
sound,multiplayer,mp_testmap,!all_mp


It's a lot of lines, but it works for me.
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