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Author Topic:   Objects Sounds
Walrus
Junior Member

Posts: 8
From:Italy
Registered: Sep 2001

posted 12-23-2001 03:02 PM     Click Here to See the Profile for Walrus   Click Here to Email Walrus     Edit/Delete Message   Reply w/Quote
How can I have all objects' sounds from TR4? In some wads files the sounds (for example, jeep's sounds), when I made the TR4 file, they're not appear!

You have some suggestions about this?

------------------
...and remember to be...
...COSMICALLY CONSCIOUS!.....

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qbg
Member

Posts: 184
From:Newtown, Powys, Wales
Registered: Nov 2001

posted 12-23-2001 03:15 PM     Click Here to See the Profile for qbg   Click Here to Email qbg     Edit/Delete Message   Reply w/Quote
I find it strange as well. Hmm.... I can't help you, though. Sorry.

But, however, I will look into this. It is very bizzare.

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aktrekker
Member

Posts: 852
From:WA, USA
Registered: Apr 2001

posted 12-23-2001 04:47 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
All of the object sounds are listed in sounds.txt. The files should be in the sounds folder, I forget the name of the folder under that, but it should be obvious.

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psiko
Member

Posts: 779
From:unconsciousness
Registered: Mar 2001

posted 12-23-2001 06:07 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
.....

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TRoosevelt_26
Member

Posts: 117
From:Tampu Tocco, Peru
Registered: Dec 2001

posted 12-23-2001 08:19 PM     Click Here to See the Profile for TRoosevelt_26   Click Here to Email TRoosevelt_26     Edit/Delete Message   Reply w/Quote
Follow these instructions to the letter or this won't work! Say your project's WAD files are named "Level.***" Rename your "Level.***" files to "Settomb.***". Name the original "Settomb.***" files "Settomb_old.***" or something like that. Now go to your "TRLE\Sound\LevelSFX Creator folder" and run "pcwadsfx.EXE".

Now go back to your TRLE\graphics\wads folder and rename all the "Settomb.***" files back to "Level.***". Then rename all the "Settomb_old.***" files back to "Settomb.***".

This should fix your problem. It worked for me, anyway - I used this procedure to fix the first level of Cliff Tomb at Akhetaton when I first started it back towards the beginning of this month (all the "draw-new-weapon-after-previous-weapon's-ammo-runs-out" sounds sounded like a door opening).

Note that you must always rename any WAD sets you want to fix to one of the original on-the-CD levels (I always use settomb just to be consistent).

Good luck building!

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aktrekker
Member

Posts: 852
From:WA, USA
Registered: Apr 2001

posted 12-24-2001 03:06 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Once you figure out how sounds.txt works, you can edit it to produce the sounds you want for any custom wad. And you don't have to rename any files to make it work.

On each line is the name of the sound, te name of the WAV files to make that sound, some internal info about volume, etc, then a letter code.
When you run pcwadsfx, you give it a letter code. You will get all the sounds with that letter on the line, or with the letter g (global sounds).
You also give the name of the wad file on the command line. pcwadsfx will create the .SFX file with that wad name.
Should I write up a little tutorial about how sounds.txt works?

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TRoosevelt_26
Member

Posts: 117
From:Tampu Tocco, Peru
Registered: Dec 2001

posted 12-24-2001 08:06 AM     Click Here to See the Profile for TRoosevelt_26   Click Here to Email TRoosevelt_26     Edit/Delete Message   Reply w/Quote
Wow!! I'm off to try it right now. Thankyouthankyouthankyou!!

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Walrus
Junior Member

Posts: 8
From:Italy
Registered: Sep 2001

posted 12-24-2001 04:11 PM     Click Here to See the Profile for Walrus   Click Here to Email Walrus     Edit/Delete Message   Reply w/Quote
Thanks for these tips... now I'm trying...

------------------
...and remember to be...
...COSMICALLY CONSCIOUS!.....

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