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Nice gap,
:salute: I could have helped you alot on the whale conversion had I known that's what you were working on. :yep: I was there when ref created it so could have pointed you to any detail you needed about it. :) But the learning is most of the fun anyway. :yeah: |
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In general I try doing stuff by myself before disturbing other people and asking for their help. Nevertheless you can still provide a valuable support, since there is a lot that I've to learn yet, and a lot to do before this whale import could be considered ready :up: |
PM with any help you need at anytime Mate.
:yep: Never to busy to try to answer questions. To busy to get anything done? Yes. But never to busy to answer questions. :haha: |
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A PM is flying to your home :D |
I am a bit stuck with particle-triggered sounds... :-?
Here's what I did so far: 1) I extracted an audioclip from footage available on the web, and saved it as wav file. Since I wanted it to be a 3d sound, I made sure to choose a mono format: http://img137.imageshack.us/img137/5130/quicktime.jpg 2) I moved my wav file into the data\sound folder, and created in sh.sdl a new entry pointing to it. Settings as below: http://img338.imageshack.us/img338/3757/sdlf.jpg 3) I then added a SoundSource controller into the unit's dsd file, making reference to the sound. Chose "Effect" as sound identifier: http://img811.imageshack.us/img811/3001/soundsource.jpg 4) Finally, I set the FastParticleGenerator in val file that I wanted to be triggering the new sound as parent id of the respective SoundSource: http://img822.imageshack.us/img822/8984/33024575.jpg 5) The tail splash particle generator is set to be triggered when model's height is between ±10 cm: http://img546.imageshack.us/img546/7...ighcontrol.jpg The correct functioning of the FastGenHeightControl can be ascertained in game. I would expect the new sound to follow the same behaviour as the slpash particles, but during my tests in game I couldn't hear any splash sound. :nope: Switching SoundSource's parent id to particle generator's parent id in val file (the node called "Splash_right") or to the omonymus node in unit's dat file (the one locating the fx within 3d model), didn't work either. I've also tried to uncheck the Play property into sh.sdl, but with not apparent result. The only way to hear the sound is game, is setting tle Loop property (also in sh.sdl) to true, when Play is checked too. As you can easily imagine this gives a continuous splash sound that is not the result I was looking for... :shifty: Any ideas from the community? I depend on you, guys! :D |
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