I followed the tutorials and i had it working a year or 2 back but i cant get it to work now.
Im running Windows 7 64x
Sgw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"sgwgc"
}
REQN
{
"lvl"
"sgwgc"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"sgwgc"
}
REQN
{
"lvl"
"sgwgc"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"sgwgc"
}
REQN
{
"config"
"sgwsounds"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"sgwgc"
}
REQN
{
"config"
"sgwsounds"
}
}[/code]
Hidden/Spoiler:
[code]#ifplatform pc
SoundProperties()
{
Name("Imp_Walker_Fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("Gun_atat_1", 1.0);
}
}
SoundProperties()
{
Name("Imp_Mauler_Fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("Gun_tie_crawler", 1.0);
}
}
SoundProperties()
{
Name("Imp_Deathstar_turret_Fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("W_Turbo_1", 1.0);
Sample("W_Turbo_2", 1.0);
}
}
SoundProperties()
{
Name("at_step_layer_AT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.7);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundProperties()
{
Name("at_step_layer_BT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.5);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundProperties()
{
Name("at_step_layer_CT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.5);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundProperties()
{
Name("at_step_layer_lowT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.6);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
CyclePlayback(1);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundLayered()
{
Name("com_weap_layered_atat_step");
Layer("steplayer01", "at_step_layer_AT", 1.0);
Layer("steplayer02", "at_step_layer_BT", 1.0);
Layer("steplayer03", "at_step_layer_CT", 1.0);
Layer("steplayer04", "at_step_layer_lowT", 1.0);
}
SoundProperties()
{
Name("atathydro");
Pitch(1.0);
PitchDev(0.15);
Gain(0.7);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_HYDRAULIC_1", 1.167);
Sample("FS_ATAT_HYDRAULIC_2", 1.167);
}
}
#endifplatform pc
[/code]
SoundProperties()
{
Name("Imp_Walker_Fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("Gun_atat_1", 1.0);
}
}
SoundProperties()
{
Name("Imp_Mauler_Fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("Gun_tie_crawler", 1.0);
}
}
SoundProperties()
{
Name("Imp_Deathstar_turret_Fire");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("W_Turbo_1", 1.0);
Sample("W_Turbo_2", 1.0);
}
}
SoundProperties()
{
Name("at_step_layer_AT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.7);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundProperties()
{
Name("at_step_layer_BT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.5);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundProperties()
{
Name("at_step_layer_CT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.5);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundProperties()
{
Name("at_step_layer_lowT");
Pitch(1.0);
PitchDev(0.15);
Gain(0.6);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(350.0);
MaxDistance(350.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
CyclePlayback(1);
SampleList()
{
Sample("FS_ATAT_1", 1.467);
Sample("FS_ATAT_2", 1.467);
Sample("FS_ATAT_3", 1.467);
Sample("FS_ATAT_4", 1.467);
Sample("FS_ATAT_5", 1.467);
Sample("FS_ATAT_6", 1.467);
Sample("FS_ATAT_7", 1.467);
Sample("FS_ATAT_8", 1.467);
}
}
SoundLayered()
{
Name("com_weap_layered_atat_step");
Layer("steplayer01", "at_step_layer_AT", 1.0);
Layer("steplayer02", "at_step_layer_BT", 1.0);
Layer("steplayer03", "at_step_layer_CT", 1.0);
Layer("steplayer04", "at_step_layer_lowT", 1.0);
}
SoundProperties()
{
Name("atathydro");
Pitch(1.0);
PitchDev(0.15);
Gain(0.7);
GainDev(0.0);
ReverbGain(1.0);
Bus("soundfx");
Looping(0);
Pan(0.0);
MinDistance(25.0);
MuteDistance(300.0);
MaxDistance(300.0);
RollOff(2.0);
Mode3D(1);
Bias(0.0001);
Priority(0.7);
SampleList()
{
Sample("FS_ATAT_HYDRAULIC_1", 1.167);
Sample("FS_ATAT_HYDRAULIC_2", 1.167);
}
}
#endifplatform pc
[/code]
Hidden/Spoiler:
[code]
// Clone Weapons -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
effects\Fs_atat_1.wav -resample xbox 44100 pc 44100
effects\Fs_atat_2.wav -resample xbox 44100 pc 44100
effects\Fs_atat_3.wav -resample xbox 44100 pc 44100
effects\Fs_atat_4.wav -resample xbox 44100 pc 44100
effects\Fs_atat_5.wav -resample xbox 44100 pc 44100
effects\Fs_atat_6.wav -resample xbox 44100 pc 44100
effects\Fs_atat_7.wav -resample xbox 44100 pc 44100
effects\Fs_atat_8.wav -resample xbox 44100 pc 44100
effects\Fs_atst_1.wav -resample xbox 44100 pc 44100
effects\Fs_atst_2.wav -resample xbox 44100 pc 44100
effects\Fs_atst_3.wav -resample xbox 44100 pc 44100
effects\Fs_atst_4.wav -resample xbox 44100 pc 44100
effects\Fs_atst_5.wav -resample xbox 44100 pc 44100
effects\Fs_atst_6.wav -resample xbox 44100 pc 44100
effects\Fs_atst_7.wav -resample xbox 44100 pc 44100
effects\Fs_atst_8.wav -resample xbox 44100 pc 44100
effects\Fs_atat_hydraulic_1.wav -resample xbox 44100 pc 44100
effects\Fs_atat_hydraulic_2.wav -resample xbox 44100 pc 44100
effects\Gun_atat_1.wav -resample xbox 44100 pc 44100
effects\Gun_tie_crawler.wav -resample xbox 44100 pc 44100
effects\W_Turbo_1.wav -resample xbox 44100 pc 44100
effects\W_Turbo_2.wav -resample xbox 44100 pc 44100
#endifplatform xbox pc
[/code]
// Clone Weapons -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
effects\Fs_atat_1.wav -resample xbox 44100 pc 44100
effects\Fs_atat_2.wav -resample xbox 44100 pc 44100
effects\Fs_atat_3.wav -resample xbox 44100 pc 44100
effects\Fs_atat_4.wav -resample xbox 44100 pc 44100
effects\Fs_atat_5.wav -resample xbox 44100 pc 44100
effects\Fs_atat_6.wav -resample xbox 44100 pc 44100
effects\Fs_atat_7.wav -resample xbox 44100 pc 44100
effects\Fs_atat_8.wav -resample xbox 44100 pc 44100
effects\Fs_atst_1.wav -resample xbox 44100 pc 44100
effects\Fs_atst_2.wav -resample xbox 44100 pc 44100
effects\Fs_atst_3.wav -resample xbox 44100 pc 44100
effects\Fs_atst_4.wav -resample xbox 44100 pc 44100
effects\Fs_atst_5.wav -resample xbox 44100 pc 44100
effects\Fs_atst_6.wav -resample xbox 44100 pc 44100
effects\Fs_atst_7.wav -resample xbox 44100 pc 44100
effects\Fs_atst_8.wav -resample xbox 44100 pc 44100
effects\Fs_atat_hydraulic_1.wav -resample xbox 44100 pc 44100
effects\Fs_atat_hydraulic_2.wav -resample xbox 44100 pc 44100
effects\Gun_atat_1.wav -resample xbox 44100 pc 44100
effects\Gun_tie_crawler.wav -resample xbox 44100 pc 44100
effects\W_Turbo_1.wav -resample xbox 44100 pc 44100
effects\W_Turbo_2.wav -resample xbox 44100 pc 44100
#endifplatform xbox pc
[/code]

