Add New Sounds (still unsolved), New Turret

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Delta-1035
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Add New Sounds (still unsolved), New Turret

Post by Delta-1035 »

Hi GT, today i will ask you 2 things.
------------
1° question)
I have a problem with the Mini-Tut on How to Add Custom Sounds to SWBF II Maps (FAQ) in the step 11:
PR-0927/Majin Revan wrote:11. In your MODIDgcw.req/MODIDcw.req for sound, list the name of your .asfx file under the "bnk" section. List the name of your .snd file under the "config" part.
i don't know where is my "MODID"cw.req, can anyone tell me?
(i know that MODID=my world name :wink: )
------------
2° question)
in the Rise of the Empire maps (made by Majin Revan) there are some AT-TEs and LA-ATs used as props but you can get inside them and use the AT-TE's turret and the LA-AT's ball.
i'd like to know how to do the same thing.

thanks in advance for any help.
Last edited by Delta-1035 on Sun Jun 14, 2009 4:38 pm, edited 1 time in total.
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B.I.G_Cookie
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Re: Add New Sounds, New Turret

Post by B.I.G_Cookie »

For the second thing you want to do.

Well I'm unsure about that, but you could try to delete the pilot sectionsfrom both odf's.
So you will just have the turret slots in your odf. And then you shouldn't be able to drive the vehicle.
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Re: Add New Sounds, New Turret

Post by hunting shadow »

For the first thing you want:

You'll have to create it in this location: ModID\Sound\Worlds\ModID\
You'll maybe also have to create the "ModID" folder in the "worlds" folder.
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Re: Add New Sounds, New Turret

Post by YaNkFaN »

if you follow rends sound tutorial there should be a folder named tes in data_abc/sound/worlds in tes there should be tes.req and tescw.req some people for convenience change tes to their 3 letter mod name. I do this and I'm not sure if others do it too. But tescw.req is the same as modidcw.req.

About the turret thing I assume they were just big turrets (lots of heavy odf editing) he used the hps of the model as fire nodes and since the models were turrets they were unable to fly or move. You could probably do it with heavy .odf editing. He also did that with the first person views on them too
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Re: Add New Sounds, New Turret

Post by Delta-1035 »

EDIT:
--no wait that isn't the right folder... "TES" is the name of his map--

my map is an edited geonosis, so in which file i have to add the name of my.asfx file under the "bnk" section and the name of my .snd file under the "config" part?
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Re: Add New Sounds, New Turret

Post by G_M_StYlEr_M »

Delta-1035 wrote:EDIT:
--no wait that isn't the right folder... "TES" is the name of his map--

my map is an edited geonosis, so in which file i have to add the name of my.asfx file under the "bnk" section and the name of my .snd file under the "config" part?
why you not make it with the starwars bf 1 mod tools followe easy the tutorial from Vyes this tut iam sure work
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Delta-1035
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Re: Add New Sounds (still unsolved), New Turret

Post by Delta-1035 »

because exist a tut for BF2 and a lot of people have done this before me.

I'd like to know from somone that did this in which file i have to add the name of my .asfx file under the "bnk" section and the name of my .snd file under the "config" part.
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Re: Add New Sounds (still unsolved), New Turret

Post by Deviss »

Delta-1035 wrote:because exist a tut for BF2 and more people have done this before me.

I'd like to know from somone that did this in which file i have to add the name of my .asfx file under the "bnk" section and the name of my .snd file under the "config" part.
ABC.req

Code: Select all

ucft
{
    REQN
    {
        "str"
        "align=2048"
    }
    REQN
    {
        "lvl"
	"ABCcw(.req file name)"
    }

 }
ABCcw.req

Code: Select all

ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    "ABCcw(.asfx file name)"
    }

    REQN
    {
    "config"
    "ABCsounds (.snd file name)"
    }
}
i hope have been usefull friend :D
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Delta-1035
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Re: Add New Sounds (still unsolved), New Turret

Post by Delta-1035 »

DEVISS-REX wrote:i hope have been usefull friend :D
thanks for the reply, i'm munging right now...
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