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
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:
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 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
in game i have the sickle with the ballistic knife and the sickle on its own but when its in game it blends even though the material is set to "replace" in in asset manager obviously i ripped it from black ops because its not in the mod tools for black ops but is there something i missed/didnt do in maya before exporting the model? thanks in advanced
i have the sickle and im replacing it with the bowie in the ballistic knife viewmodel and i deleted the original joints from the bowie to try and make it easier and less problematic (if thats a word), ive bound the joints and here it is normaly after binding the joints
but after when i try and rotate/spin it should move fine and i should be able to put it upside down if i wanted to but heres what happens instead (the handle)
what would be causing the mesh to not completely bind to the joints? ive selected the mesh and then selected hierarchy then selected the joint and bind it but it still ends up doing this...
also when the sickle model is in game wether its the sickle on its own or ballistic version it looks seethrough like if you were to make the texture "blend" in assetmanager but i havent so would anyone know what i might have to change on the model in maya to stop this?
any help to solve this would be much appreciated thanks
i have a light that is hanging from the ceiling in my map and it has wires at each end of it as you can see the in the pic but is it possible to have the 2 point constraints connect to the "wires" as well as the light at each end and not from the middle of the dynamic model if i am making sense but in the picture you can kinda see what i want to happen with my ms paint skills 8) , thanks
I thought i might aswell make a W.I.P thread for my map now that its about half way done i think, but im not to sure, but anyway here is some information about the map!
The name :TMG Shipment
Basic outline of map storyline...? A Russian Importer and Exporter company are secretly doing tests on animals and humans which are their employee's. Things got out of control and and the employees that weren't infected couldn't leave the facility so they tried to survive on one of the roof tops and tried to send a message but that message never got seen. Another exporter company was curious about the inactivity of the company and decided to call the authorities because there shipments weren't getting through with out this importer and when they found the state of the facility they had to send in a team to wipe out the infected and hope all goes to plan........
Features: 8 perks (Original WaW perks, Mulekick, Staminup, PHD Flopper and possibly Electric Cherry to replace Deadshot Daquiri) Black ops style juggernog 4-5 hit No dogs - Potential boss round! Bo1 & Bo2 zombie models! (Russian Zombies) Sickle will be replacing the Bowie Knife! Kino style teleporter and pack-a-punch( thanks to ADDICTED and YaPh1l) Black ops and Black ops 2 weapons. Black ops models Death Machine Powerup (thanks to YaPh1l for the script) About 10 box locations random start location for the mystery box like in black ops (thanks to YaPh1l) Fire trap similar to black ops ascension fire trap( big thanks to YaPh1l) Solo Quick Revive (Thanks to YaPh1l) Ballistic Knife with full upgraded revive abilty (Thanks to YaPh1l) Moving sea containers with various different things in each with the moving, player interactive crane! And a big map area
Ive probably forgotten a thing or two but i will update it when i have actual updates to announce
Guns list, most of these will have upgraded versions
Updated weapons 23/10/2013:
Spoiler: click to open...
Scavenger 31-79 JGb215 (Baby Gun) Ray Gun Mark II Ballistic Knife Type 69 Peace Keeper PDW-57 MP7 ACR Scar-L M16 <Bo1 Chicom CQB MP40 Scorpion Evo MP5K AK74u Commando Spectre Mac11 FMG 9 UZI Swat-556 Vector-K10 MSMC Tar-21 M27 AN94 PP90-M1 UMP-45 Kiparis Galil AK47 Bo2 Zombies FnFal M60 Stoner MG08 MK48 Hamr LSAT Grim Reaper Bo2 RPG M32 Grenade Launcher (War Machine) Intervention L96A1 MSR Ballista < Custom model and animations not done yet though Rsass Model1887 KS23 KSG Remington 870 AA12 Saiga 12 Spas 12 Python Makarov CZ75 Kap-40 <Possible Tactical Knife variant too Five Seven <Possible Tactical Knife variant too
i knew about a limit of bones or meshes or something but when i try and give my self my galil in game it pulls out and then gives me this error at the main menu, anyone know what it means thanks
im sure it would be possible but how would you make it so when the teleporter is linked together a cable (cylinder brush) would have the teleporter_glow_scroll texture applied to it and move along the cable like it does in kino der toten thanks
i have no idea what would be causing it or why but at certain windows in my map (windows with the boards the zombies pull off to get to you) when the zombie pulls off the first peice of the window it will give me and infinate loop script error and will freeze the game for a few seconds, has anyone else had this happen to them, if anyone knows could you let me know what you did to fix it thanks in advanced
not sure if anyone on the site owns one personally but here in australia they are no where near as common as in the US but i thought i would share my finished product of my VW sandrail, heres a pic if anyone else has been in one or owns one ect what was your experience like, my sand rail has a 2 litre volkswagen kombi (bus) motor and a 6 rib bus gearbox in it and was converted to an upright type 1 cooling style which required some engine case modifications
i personally think the engine looks badass but yeah let me know your thoughts and stuff and your own personal experiences if you've been in and/or seen one before
how can i make a custom animscript for a custom traverse? (maybe wasnt the best idea but i got an existing animscript and changed everything that was related to the old traverse to the new one if you understand that) but when i tried that upon loading it gave me an error "no "main" label found in "animscriptname" "so is there something else im missing or done wrong? thanks
i have flicking lights in my map atm but how do i make mine like the flickering lights like UGX Cabin? mine just fade in and out every 2 seconds and it looks weird, so yeah can some one help me out? thanks
when i load my map i "click" the mouse to proceed to play the map then i have this error thrown in my face CL_InitCGame: 0.31 seconds Com_TouchMemory: 0 msec. Using sum: -1094529386 Hiding channel: gamenotify Hiding channel: obituary Adding channel: gamenotify Adding channel: obituary Hiding channel: boldgame Adding channel: boldgame Hiding channel: subtitle Adding channel: subtitle Hiding channel: coopinfo Adding channel: coopinfo Database: Assets Sync Started Database: Assets Sync Finished Fade in 14918 1250 MAX_SCENE_SURFS_SIZE(131072*2) exceeded - not drawing surface
Unhandled exception caught
i removed things from my map with notepad++ and then it worked then i replaced them and then it does this again (why did i use notepad++ so i could remove the most recent things they are at the bottom of the .map) anyway i dont know if this error acctually means anything but can someone let me know if it does or if they had the same thing happen to them and they fixed it somehow thanks
when i load my map it loads it (whoa no way) then when its finished it just crashes waw and exits the application, it doesnt do it with any other maps/mods and when you launch waw again its asks to launch in safe mode or normal (though i may as well tel you that incase it was necessary) and i deleted all of my recent modifictions to my map and it still does it, would any one have an idea of what might be wrong? thanks in advanced