Naboo: Coastal Battlegrounds: BETA RELEASED*
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-
SteveK14
- Old School Staff
- Posts: 405
- Joined: Sat Mar 05, 2005 3:59 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
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);
}
}
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
- Rebel Colonel

- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Nimlot
- Jedi Admin

- Posts: 103
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- Contact:
-
dipstick555
-
Astute
- Rebel Colonel

- Posts: 566
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-
BeBop
-
Astute
- Rebel Colonel

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-
-_-
- Gametoast Staff

- Posts: 2678
- Joined: Sat May 07, 2005 1:22 pm
-
SteveK14
- Old School Staff
- Posts: 405
- Joined: Sat Mar 05, 2005 3:59 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
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.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.
Steve
-
Tyler_Durden
-
Astute
- Rebel Colonel

- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Astute
- Rebel Colonel

- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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.
