Sound probs+smoke

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Zocker2

Sound probs+smoke

Post by Zocker2 »

hi, 2 probs:
i've added doors and a rancor to my map, both work but they don't have sound . what now? Is there a "ReadData .....sound "
or something i had to add? help plz

second probleM: i've added dust to my map and want smoke as well. but i can't find smoke anywhere in the odfs.
does someone know exactly , where i can find smoke?
thx :)
FragMe!
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Re: Sound probs+smoke

Post by FragMe! »

for question 2 if you do a search in explorer of the assets folder for smoke it will list all the available smoke fx files.
It also depends what kind of smoke effect you are going for. If it for a smoldering wreckage of something you could use attacheffect in the objects odf (covered in the docs). If it is for a general smoke effect try taking the dag1_prop_mist.odf and change the texture name to one of the tga files listed by the above mentioned search.
Zocker2

Re: Sound probs+smoke

Post by Zocker2 »

well , i'd need black-grey smoke that rises from the ground ---like from a crashed ship...
is there something like this in the dea1 files? :dstar: ...
thx
ryukaji
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Re: Sound probs+smoke

Post by ryukaji »

I think you will have to place objects that have a large smoke effect attached. I think there is something in the tatooine or geonosis assets that blows dust, but you could change it to smoke and rotate it so it goes upwards
Zocker2

Re: Sound probs+smoke

Post by Zocker2 »

hm...do you have a solution to the firsst prob? :cpu:
Zocker2

Re: Sound probs+smoke

Post by Zocker2 »

ok, for prob 1 again: i've did the search funktion-thing and i found a bit stuff, but it was in the effects folder. how do i get it into my map?
help plz
thx :D
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Re: Sound probs+smoke

Post by FragMe! »

The effect that you would probably want to use is smokebillow (or something like that)

To attach it to an object since it is an effect and it doesn't have it's own odf file add these lines to the object in questions odf, place it anywhere after the line that says Properties

AttachEffect = "the name of the effect you've chosen"
AttachToHardpoint = "dummyroot"


dummyroot being the most common point on most models and if it can find it it should just attach itself to 0,0,0 of the model.

There is an Attached Effect document in the shipped docs that explains it to, even though it deals mostly with lights the thoery is the same for any effect.
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