Page 2 of 2

Posted: Tue Aug 25, 2009 12:37 pm
by fug4life
So my TODO list:

The settings you've said.

Hex the vechile_rich.mdl (see what thats all about).

And the only thing I think off that wrong with my sounds is the files names are the same and even though I specify different directory, when both types of jalopy are in map they get confused and use the same.

i.e.

taken from my script:

"JNK_engine_idle"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_80dB"

"wave" "vehicles/charger/jnk_idle_loop1.wav"
}

The ep2 script:

"JNK_engine_idle"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_80dB"

"wave" "vehicles/junker/jnk_idle_loop1.wav"
}

So I guess I have to change sound names or something or move the new sounds out of the vehicles directory to somwhere else...
Damn I hate doing all this stuff.

Posted: Tue Aug 25, 2009 4:01 pm
by Blues
Oh sry, didn't see there was a new page.

Okay, what messes stuff up is that the sounds have the same name. For example, first the normal "JNK_engine_idle" is loaded, then your charger file is loaded for "JNK_engine_idle" and overwrites the other one.


JNK should mean junker which seems to be the jalopy :lmao:

Posted: Tue Aug 25, 2009 4:49 pm
by Blues
Ok, got it. You will have to change these in your charger vehicle script:
"vehicle_sounds"
{
// List gears in order from lowest speed to highest speed

"gear"
{
"max_speed" "0.27"
"speed_approach_factor" "1.0"
}

"gear"
{
"max_speed" "0.5"
"speed_approach_factor" "0.05"
}
"gear"
{
"max_speed" "0.75"
"speed_approach_factor" "0.052"
}
"gear"
{
"max_speed" "0.95"
"speed_approach_factor" "0.034"
}
"gear"
{
"max_speed" "1.5"
"speed_approach_factor" "0.033"
}
"gear"
{
"max_speed" "2.0"
"speed_approach_factor" "0.03"
}
"state"
{
"name" "SS_START_WATER"
"sound" "ATV_start_in_water"
}

"state"
{
"name" "SS_START_IDLE"
"sound" "JNK_engine_start"
"min_time" "4.0"
}
"state"
{
"name" "SS_SHUTDOWN_WATER"
"sound" "ATV_stall_in_water"
}
"state"
{
"name" "SS_IDLE"
"sound" "JNK_engine_idle"
}
"state"
{
"name" "SS_REVERSE"
"sound" "JNK_reverse"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_0"
"sound" "JNK_rev"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_0_RESUME"
"sound" "JNK_engine_idle"
"min_time" "0.75"
}
"state"
{
"name" "SS_GEAR_1"
"sound" "JNK_firstgear"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_1_RESUME"
"sound" "JNK_firstgear_noshift"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_2"
"sound" "JNK_secondgear"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_2_RESUME"
"sound" "JNK_secondgear_noshift"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_3"
"sound" "JNK_thirdgear"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_3_RESUME"
"sound" "JNK_thirdgear_noshift"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_4"
"sound" "JNK_fourthgear"
"min_time" "0.5"
}
"state"
{
"name" "SS_GEAR_4_RESUME"
"sound" "JNK_fourthgear_noshift"
"min_time" "0.5"
}
"state"
{
"name" "SS_SLOWDOWN_HIGHSPEED"
"sound" "JNK_throttleoff_fastspeed"
"min_time" "2.0"
}
"state"
{
"name" "SS_SLOWDOWN"
"sound" "JNK_throttleoff_slowspeed"
"min_time" "2.0"
}
"state"
{
"name" "SS_TURBO"
"sound" "JNK_turbo_on"
"min_time" "2.5"
}
"state"
{
"name" "SS_SHUTDOWN"
"sound" "JNK_engine_stop"
}
"crashsound"
{
"min_speed" "350"
"min_speed_change" "250"
"sound" "ATV_impact_medium"
"gear_limit" "1"
}
"crashsound"
{
"min_speed" "450"
"min_speed_change" "350"
"sound" "ATV_impact_heavy"
}


"skid_lowfriction" "JNK_skid_lowfriction"
"skid_normalfriction" "JNK_skid_normalfriction"
"skid_highfriction" "JNK_skid_highfriction"

}
You should maybe replace JNK by CHRG or something, but only for the files you actually changed!
Then add any of the changed ones in the soundscript (and only the changed ones do have to be added) like this:

"CHRG_engine_idle"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_80dB"

"wave" "vehicles/charger/jnk_idle_loop1.wav"
}

Posted: Tue Aug 25, 2009 4:55 pm
by fug4life
I'll give it a try.

Did I ever tell you, er <cough> I love you?

Posted: Tue Aug 25, 2009 5:00 pm
by Blues
I love you, too. Image

:lmao: :lmao: :lmao:

No worries, my friend, we'll sort this charger thing out and in the end there will be cake. :D

Posted: Tue Aug 25, 2009 10:09 pm
by fug4life
Sounds are good, thanks.

So all that's left to do is see if I can take some of the shine from the model with the techniques you described.

But first I want to see what the vehicle_rich.mdl is all about.

I'll be offline till tomorrow, but I'll let you know how I get on. If you come up with anything yourself then cool, well I guess you've already earn't a place in my credits list.

Posted: Tue Aug 25, 2009 10:17 pm
by Blues
Just a little question: Are the envmap reflections still there if you got phong enabled? Some people from my mapping forums told me they weren't but I didn't test that yet..

Posted: Tue Aug 25, 2009 10:29 pm
by fug4life
The last pics were with phong enabled, so yes reflections still there.
Well I've got a list of things to try so I'll let you know how I get on tomorrow.

Posted: Thu Aug 27, 2009 9:51 am
by fug4life
So things are pretty good, I'm not sure if ConTron will approve but the only way to get rid of most of the shine and refelections was to set the VMT's virtually Identical to Valve's VMT. I'll still have a play becuase the engine is still a little bright.

Oh and I've got one sound that's not working I think becuase its not looped correctly or something so at the moment I'm going through all the .wav files with goldsource wave to see if they are cued or not. I think its a first_gear loop or even one of the skidfriction, basically if I hold down left and accelerate and go round in a circle eventually one of the sounds goes silent.

So yeah um been having fun with this.

On a good note, she's deffinately worth having in the map, I increased the max speed, the horsepower, the turbo and the rpm range.
And she's a beast compared to the standard one.

Posted: Thu Aug 27, 2009 3:54 pm
by Blues
Yeah, nice! :D 8)