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Messages - P0rkRoyalz

tons :D porky is awesome
lol, i have had this map on hold for a while now, kind of re-layedout the map, but other than that i havent touched it in maybe a month or 2, all that would really be left to do is the mapping and fixing some errors here and there but i dont think it will be for a while. when i do i will update the topic  :)
11 years ago
The script looks ok. Have you included the xmodel in your map's CSV file?

- Phil.
like Phil said make sure you included them in the mod.csv, past experiences  :gusta:
11 years ago
This is my first tutorial and i thought I should make it because ive seen alot of people having trouble with their Black Ops Weapon sounds and not getting the fire sounds to work. I've ported alot of BO guns and all of mine work each time so i thought i'd share my method of getting the black ops fire sounds to work. (For this you need to own Black Ops and dont ask me or anyone for files because they probably wont give them to you because we paid for the game).

First off you want to have pretty much ported the gun over all the correct xanims and models ect ect now you want to go to your black ops raw folder (root/raw/sound/wpn/examplegunname), assault rifles (galil, ak47) will be in the assault folder, im sure you get what i mean and it will be the same for smgs, shotguns ect.

So im going to use the galil as an example gun, im going to go to root/raw/sound/wpn/galil/ and there will be 3-4 folders (it varies on the weapon type), the 2 folders you will need for you sounds are "plr" and "reload" just copy the folder to your desktop or where ever you want. Now what i do is make the weapon folder for waw (example galil) and in the folder i make 2 folders "fire" and "reload". Now you will need to download tom_bmx's Bo sound tool from his site.

Once you have that open it up now go to the folder with the original black ops fire sounds and reload sounds and drag them into the application and it will convert them to a playable format. Sometimes there will be numerous fire sounds choose one you like (there pretty much all the same anyway, just variation that you wouldnt even notice) delete the other files apart from the one you are using (it will be easier to rename it) rename it to "gunname_fire" (gunname being "galil" for example. now you are going to want to have audacity if you dont have it download it. now open your "gunname_fire" in audacity press ctrl+A to select all now down the bottom of the program there will be a liitle box that controls the frequency of the sound you need to change it from 48000Hz to 44100Hz.
Like this:



To this




now select it all again if it unselects everything the go to file>export selection, a window will appear now you need to change the "save as type" option to other uncompressed file's to look like this:



Once you have done that you need to change the "options" just to the left of the file type now this window will appear and you need to change the options to look like this



Once you have done that click ok and save it and clear any artist information if any exists other wise the file wont work, then your done for the fire sound.
For the reload sounds just drop them into toms Bo sound tool and convert them once they are done just delete the _PCM and your good to go.
Now place your reload and fire sound into the new weapon folder for waw and in there corresponding folders "fire" and "reload" now place the "gunname_folder" in codwawroot/sound_assets/raw/sounds/whatever_folder_you_want_from_here_on.

All that is done now so we need to make a sound alias for the weapon, open weapons.csv in root/raw/soundaliases/ and find a weapon like the brownind for instance just hit ctrl+f and find ".30 Cal" now copy the "weap_30cal_fire_plr" and the "weap_30cal_fire" lines copy the whole line and create a new .csv name it whatever you want it just has to be in raw/soundaliases so once that is done paste the 2 lines into your new.csv, now paste this in your new.csv right at the very top of the file

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name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler,isbig

once that is done rename "weap_30cal_fire_plr" and the "weap_30cal_fire" to work to work with your gun (_plr is the 3rd person sound and _fire is just the first person sound) so mine would look like this "galil_fire_3rd" "galil_fire_1st" you can leave it as _plr and _fire but i just find it easier to know which is which. now you are going to want to change the file path of the sounds in the lines you copied just after the ",," that is where the path starts so just change it to whatever_folder_you_want_from_here_on. (you dont need to include the raw/sounds section of the path.) so it should look something like this:



So now that that is done you need to get an alias line for a reloading sound just find the FG42 line and copy the reloading lines and paste them into your newweapon.csv, now take a look at how many reload sounds your weapon has thats how many lines you need for reloading sounds, the galil has 4 reload sounds so i only need 4 reload lines now rename the start of each line to whatever you want just as long as it corresponds with what the sound is doing (such as the galil mag out sound you can just make the line galil_mag_out or whatever you want). so once that is done for each line and each line name you need to change the path in the line again which is failry similar to the fire path instead it would just be galil/reload/fly_galil_mag_out. so now that that is done it should look like this:



Now you need to add the note tracks to your weapon file so that the reload sounds will play on the right notetrack, so what you want to do is goto root/raw/xanim/examplegun_reload_empty and open the xanim in notepad++ now go down to the bottom of the file and you will find a line usually starting with this:
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sndnt#fly_gear_reload_plr

Now what you need to find here are the sections that have sndnt#fly_galil_mag_out_plr, so any thing that looks similar to that but has fly_weaponname in the line copy the ones you need into your weapon file just underneath the knife sound aliases so that it looks like this:



Now you need to go back to the sound alias for you weapon and copy the alias name to match the notetrack for the animation so galil_mag_out will match up to fly_galil_mag_out and so on just like in the picture above, that should be all the reload sounds done, now for the fire sounds go to you weapon file and ctrl+f and find "firesound" (without the qoutes) now next to that you need to change the alias name that is in there to the one you made for your gun so it will be "firesound/galil_fire_1st" and do the same for the firesoundplayer, you can change it for the lastshot sounds as well but its not necissary unless the actual weapon has a "lastshot" sound and animation then it is needed.

Now save the weapon file and the sound alias and go to your mod builder and put this in your mod.csv
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sound,galil,,all_mp
and "galil" being the name of your weapon of course now untick build IWD and untick build mod.ff fastfile and tick only build sounds once that is done click build mod, it should do its thing and finish now go to root/raw/sound/whatever_folder_name_you_chose_for_your_weapon and you weapon folder should be there and so should the fire and reload folders along with the sounds inside them, now what you want to do is copy whatever_folder_name_you_chose_for_your_weapon and go to your map/mod folder and create a folder called sound if one doesnt already exist now paste it in the new sound folder you made. go back to the mod builder untick build sounds and tick both build mod.ff fastfile and build IWD now in the side pane where you select your images and scripts should be the new folder sound/whatever_folder_name_you_chose_for_your_weapon tick the folders and files related to your weapon now build the mod, and that should be it then test in game and you should have working sounds for your ported Bo gun.
I have used this dozens of times for me and for other members of the community and i have had a 101% success rate, if it doesnt work or you dont understand something post below or pm me, i might have forgotten or typed something wrong and explained something weirdly so if thats the case let me know and ill fix it, and if this tutorial helped you and worked for you post below and let me know
Good luck with your weapon sounds
11 years ago
The anim exporter didn't exist when that video was made.
:o
11 years ago
okay, you probably saw the little hazmat zombie in the video i had that with the full sized zombie animations and the body (mesh) got all stretched lol, so how did you scale the animation down, did you do it in maya and then re-export it as a new animation?
11 years ago
Update
I completey remade the baby gun animations because i now have the model from black ops ;)
I need to add notetracks to the animations for the reloading and rechambering sounds then i need to fix the bolt in the scavenger reload animation, because i used a controller that was not linked to the main gun controller it doesnt rotate correctly but i will fix it then they will be complete, enjoy!
thanks to Tom_Bmx for his animating tutorials and for his model exporter lime so that i have the black ops baby gun model instead of my ripped one :)
I dont take credit for the scavenger model only for the animations.

Scavenger and Baby gun preview
thanks for the feed back, ive worked on my animating skills a bit and they are better than they where before, its about finding the right time to keyframe this and that but i understand what you mean about the roboticness of the animations, i need to work on that a bit more, but atm ive done the best i can, so i might fix them a bit down the track depending on when toms xanim exporter is release which might be while but no one knows. thanks for the tips though, and how did you get those animations to work with a mini model, did you use the full size skeleton animation or did you make your own for the smaller bodied skeleton if that makes sense.
11 years ago
Update
I completey remade the baby gun animations because i now have the model from black ops ;)
I need to add notetracks to the animations for the reloading and rechambering sounds then i need to fix the bolt in the scavenger reload animation, because i used a controller that was not linked to the main gun controller it doesnt rotate correctly but i will fix it then they will be complete, enjoy!
thanks to Tom_Bmx for his animating tutorials and for his model exporter lime so that i have the black ops baby gun model instead of my ripped one :)
I dont take credit for the scavenger model only for the animations.

Scavenger and Baby gun preview
11 years ago
wow this looks awesome, its one of a kind unfortunately your the only one who would have one  :troll: honestly great job, i love the cracks on the casing cant wait to see it in action  :nyan:
11 years ago
wow this just looks awesome,  i dont mind about the slow progress as long as its done right :) keep it up cant wait to see some inside hospital screens   :rainbow:
11 years ago
it would be funny to make some cocaine anims... one where the player rolls up a dollar bill and sniffs a line off a table, and another where he puts a dab on his finger and starts rubbing it in his mouth.. the result is a perk like Staminup or PHD Flopper lol.
hahah great idea, having the models in there to begin with is a bit extreme lol, but having the player consume it is  a totaly differnt story, it might be a bit much imo but still a great idea and cbf making decent anims for it  :P
but still would be pretty cool to do as maybe an easter egg or something  8)
11 years ago
You can take all the cocaine and have stamin up the whole game ;)
11 years ago
COCAINE
Lol you had to spoil it on both topics  :P
11 years ago
thought i might share a screen shot from my map just for lols, i'll be updating the topic with some new pictures of my re-vamped spawn area and my re-vamped secondary area/zone
but for now heres this try and guess what it is  :lol:

11 years ago
Zombie models from Ascension or Five could be cool :)
yeah that would be pretty cool mainly because they could fit the enironment with the lab coat zombies being a hospital, or even one of the zombie models from tranzit that kinda looks like a full body suit that zombie is in from an asylum or something ;D anyway awesome job on the map so far W1NG3D   :rainbow:
11 years ago
Now that i look at this map i can see it is fucking gay you just used sniperbolts shit test map and revamped it so next time make a map of your OWN  >:( >:(
whoa, dont have to be so harsh about it, hes doing the best he can, its all in good time that people become better at what they do (dont take that the wrong way though :) ) its not the best to base it off the tutorial map but im sure you can change it up a bit and turn it into a decent map, good luck :)
11 years ago
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