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Author
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Topic: Silent collapsing floor !!!
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Conan the Barbarian Member Posts: 293 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 09-02-2001 05:39 PM
I've made a crumbling floor- but it's silent !!!!! Yes I do have the speakers plugged in and turned on! :-) I can get sound effects to trigger, and spike traps to sound but not my crumbling floor! Oh where, oh where has my crumbling sound gone?? Conan IP: Logged |
Driber_IF Member Posts: 1036 From:Den Haag, The Netherlands Registered: Apr 2001
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posted 09-03-2001 02:56 AM
take a look at this post and scroll down to Tensions reply 002213.html
------------------ Tomb Raider - Ancient Legends levels (2), walkthroughs, tutorials, wallpapers and other TR goodies on driber.cjb.net !!! new: the full release of the OBJECTS ARCHIVE is out !!! IP: Logged |
Conan the Barbarian Member Posts: 293 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 09-03-2001 07:48 AM
Thanks for the hint - already found that one early this morning and posted to Melanie's thread on same topic.....Haven't got it sorted yet though - been out TVM Conan
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Qudlatopec Junior Member Posts: 29 From: Registered: Jul 2001
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posted 09-03-2001 11:42 PM
Did you get it to make sound, Conan? In the script.txt I have found a line „wood bridge_fall”. You could add #your level symbol, save and make new .sam and.sfx files with pcwadsfx. But I am not sure it's gonna work.IP: Logged |
Conan the Barbarian Member Posts: 293 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 09-04-2001 05:06 AM
Erm......Small confession.... I was out on the Beer last night..... Needless to say I didn't get anything done last night!!!!! I'll post when I've tried out stuff Conan IP: Logged |
Conan the Barbarian Member Posts: 293 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 09-04-2001 12:47 PM
Please excuse the cross postingOK sound with breaking floor now working - Credit to tension for this in 002213.html I have used TRWest to add the falling block item from the angkor_race ead to the tutorial wad I then used pcwadsfx tut1 #b to build the sounds required and copied the .sam and .sfx files as per the SFX_Example.bat file I actually used a modified copy of the bat file to do it all. Crumbling floor with sound - Conan IP: Logged |
wujaszek Member Posts: 70 From:Poland Registered: Jun 2001
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posted 09-04-2001 11:18 PM
Conan, could you you descibe the procedure after you added the item with TRWest step by step? Why did you put #b for the tut1? Manual says to put ”Tu” for tut1 not #b.... I have just checked all the letters for each level ( there are: Tu, c, h, p, r, s, w, a, m, u) but not found any „b”... If I use coastal should I put „p” or „b”? Could you make it more clear for me?BTW, would you mind checking if the rolling ball makes the sound in your level after you added the sound for falling block?
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Conan the Barbarian Member Posts: 293 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 09-05-2001 12:04 PM
Hi wujaszekI merged an item from the Revised Angkor wad The readme file that came with it said to use #b with pcwadsfx on the wad I did a little investigation into the content of the sounds.txt file each item has a #letter associated with it. I looked for the wood_bridge or whatever the item is called, looked for the letter, use d that in the pcwadsfx command, lit the blue touch paper and hoped for the best! I figured the worst I could do was lash it up and have to reinstall the wad / editor whatever..... My learning curve has passed the vertical and is coming back on itself at present!!!!! Did you get it to work for you?? Does the above make sense? I don't have any balls in my level! Let me know OK you can email or MSN me TTFN Conan the Barbarian IP: Logged |
wujaszek Member Posts: 70 From:Poland Registered: Jun 2001
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posted 09-06-2001 11:45 PM
Thanks,Conan for your help. Finally I can hear it cracks and falls down.But I still don't get it...why #b? Tutorial is #Tu Settomb is #c Karnak is #h Coastal is #p Cleopal is #r Catacomb is #s City is #w Angkor is #a (that's written in readme.txt for new wads) So what is #b? Is it for the custom made WAD and level? IP: Logged |
aktrekker Member Posts: 454 From:WA, USA Registered: Apr 2001
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posted 09-07-2001 01:33 AM
The b is for one of the other levels from TR4 that Core didn't give us.I also figured out that g is for sounds that go into every level. The best fix would have been to edit the sounds.txt and add Tu to the sound you wanted, then rebuild for Tu. Otherwise you might end up losing other sounds.
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wujaszek Member Posts: 70 From:Poland Registered: Jun 2001
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posted 09-07-2001 03:14 AM
"The best fix would have been to edit the sounds.txt and add Tu to the sound you wanted, then rebuild for Tu. Otherwise you might end up losing other sounds."Aktrekker, that’s exactly what i wanted to achieve. I wanted to add the sound „woodbridge_fall” to coastal. So I opened sounds.txt, found line woodbridge_fall – there was already letter #b at the end of that line. I added #p (for Coastal it’s p), saved and run pcwadsfx coastal p . Two generated coastal files I put to WADs folder. But in the game there was no sound of falling block!!! So I added new level to the script – my level, made „my level” WAD using coastal as a base), added object falling block with TRWest2. I did not change anything in sound.txt file, just run pcwadsfx my level b, and added generated files to WADs folder. And this time it worked!!!I can hear it. Why the first method did not work? Shouldn’t it, Aktrekker? [This message has been edited by wujaszek (edited 09-07-2001).] IP: Logged |