Naboo: Coastal Battlegrounds: BETA RELEASED*

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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SteveK14
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Post by SteveK14 »

my sound file example to get the gungan pistol to use the alliance pistol sound in both eras:

GCity2a.lua:
ReadDataFile("dc:sound\\GCity2.lvl;GCity2gcw");

GCity2c.lua:
ReadDataFile("dc:sound\\GCity2.lvl;GCity2cw");

GCity2.req (in sound folder):
ucft
{
REQN
{
"str"
"align=2048"
"all_vo"
}
REQN
{
"lvl"
"GCity2cw"
"GCity2gcw"
}

}

GCity2cw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"GCity2cw"
}
REQN
{
"config"
"all_weap_inf_pistol"
"all_weap_inf_rifle"
"imp_weap_inf_mortar_launcher"
"all_vo"
}

}

GCity2gcw.req:
ucft
{
REQN
{
"bnk"
"align=2048"
"GCity2gcw"
}
REQN
{
"config"
"cis_weap_inf_rocket"
}

}

GCity2gcw.sfx:
..\..\gcw\effects\wpn_all_pistol_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_all_blaster_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_imp_mortar_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_smlEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_medEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_lgEquip.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_medReload.wav -resample pc 44100
..\..\gcw\effects\wpn_rebel_lgReload.wav -resample pc 44100
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050
..\..\gcw\effects\AICOM401.wav GICOM401 -resample pc 22050
..\..\gcw\effects\AICOM402.wav GICOM402 -resample pc 22050
..\..\gcw\effects\AICOM403.wav GICOM403 -resample pc 22050
..\..\gcw\effects\AICOM404.wav GICOM404 -resample pc 22050
..\..\gcw\effects\AICOM405.wav GICOM405 -resample pc 22050
..\..\gcw\effects\AICOM406.wav GICOM406 -resample pc 22050

GCity2gcw.sfx:
..\..\gcw\effects\wpn_cis_rcktlauncher_fire.wav -resample pc 44100
..\..\gcw\effects\wpn_cis_unit_lockon_lp.wav -resample pc 44100
..\..\global\effects\emt_fountain_lp.wav -resample pc 22050

all_weap_inf_pistol.snd:

SoundProperties()
{
Name("fountain");
Group("ambientenv");
Inherit("ambientemt_static_template");
Gain(0.3);
RandomPlayPos(1);
Looping(1);
Rolloff(1.0);
//Max and Min distance set in wld or lyr file
SampleList()
{
Sample("emt_fountain_lp", 1.0);
}
}

// ----- Start Alliance Pistol -------------------------------

SoundProperties()
{
Name("all_weap_inf_pistol_fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("wpn_all_pistol_fire", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_getup");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_getup_pistol", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_jump");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_jump_pistol", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_land");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_land_pistol", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_roll");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_roll_pistol", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_lie");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_lie_pistol", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_squat");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_squat_pistol", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_pistol_mvt_stop");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_stop_pistol", 1.0);
}
}

// ----- Start Alliance Generic Weapon Foley -----
// Equip

SoundProperties()
{
Name("all_weap_inf_equip_sm");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_smlEquip", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_equip_med");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_medEquip", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_equip_lg");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_lgEquip", 1.0);
}
}

// Reload

SoundProperties()
{
// Name("all_weap_inf_reload_med_sound");
Name("all_weap_inf_reload_med");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_medReload", 1.0);
}
}


// It is not possible to control the position of a layered sound in game
// after it's started playing. Doing this will drop the sound in the world.
//SoundLayered()
//{
// Name("all_weap_inf_reload_med");
// Layer("null", "all_weap_inf_reload_med_sound", 0.3);
//}

SoundProperties()
{
Name("all_weap_inf_reload_lg");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("wpn_rebel_lgReload", 1.0);
}
}


SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_getup");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_getup_bazooka", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_jump");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_jump_bazooka", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_land");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_land_bazooka", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_roll");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_roll_bazooka", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_lie");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_lie_bazooka", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_squat");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_squat_bazooka", 1.0);
}
}

SoundProperties()
{
Name("all_weap_inf_torpedo_mvt_stop");
Group("weapons_foley");
Inherit("body_movement_template");
SampleList()
{
Sample("mvt_stop_bazooka", 1.0);
}
}
Astute
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Post by Astute »

No luck, very puzzling. I'll try some experiments with different sound files, see if i can fix the music problem. As for the y-wing, i have no idea.
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Nimlot
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Post by Nimlot »

dipstick555, your my hero. But everyone, *puts on Moderator Darth Vader Helmet*, stop the bickering in other peoples threads please, and this means you Starkiller.
dipstick555

Post by dipstick555 »

dumb questions
ok, i'll stop.
i will save my anger for fighting TAW in battleweek. :twisted:
gtpwn
Astute
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Post by Astute »

Ok, well all was going well, and i think psyhcofred cleared up my problem, only thing is that BFbuilder is not working. Seems to be an internet explorer error, will try to fix this really quick though... sigh* delays.
BeBop

Post by BeBop »

What? Astute is the one making this map. Dessan is working on some other map... the party map I think. (At least he was working on it.)
Astute
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Post by Astute »

Good news: Maps been done for a while now, just a couple errors i can't get by.

Bad news: The sound is my main problem, i just can't seem to get the y-wings sounds to work, or the music to play. Considering taking out the y-wing completely.
-_-
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Posts: 2678
Joined: Sat May 07, 2005 1:22 pm

Post by -_- »

r u sure u r doing ti right?

p.s. This might sound stupid to ask, but r u using BF pro?
dipstick555

Post by dipstick555 »

why dont you release the beta with the missing sounds?
SteveK14
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Posts: 405
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Post by SteveK14 »

Astute wrote:Good news: Maps been done for a while now, just a couple errors i can't get by.

Bad news: The sound is my main problem, i just can't seem to get the y-wings sounds to work, or the music to play. Considering taking out the y-wing completely.
The sounds WILL work. Don't give up. If it is possible, please zip and email me your luas, your sound folder, soundmunge.bat, and _build_pc folder. I can help you if you wish.

Steve
Tyler_Durden

Post by Tyler_Durden »

Naah I don't want to play this map without sound. Patience is a virtue, children, learn it.
Astute
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Post by Astute »

Yeah yeah, i know, its just a feel rushed to finish. Usually i like to polish my map before i even release info, so this is a bit different.
Astute
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Post by Astute »

Ok... i've been busy the past few days so i haven't been able to work with the map. However, i found the root of my sound problems. Turns out i was reading the tatooine file for the vehicle sounds when i needed them, just forgot to change when i needed the naboo music. Downside is that i lose a lot of my vehicle sounds by switching. Now is there any way i can call both tatooine and naboo sounds at the same time, and if possible, even adding bespin in there too for the flying sounds lol.
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