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spirit

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About spirit

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  1. spirit

    How do you recreate Snow!!

    If any of the winter map makers here is interested we can combine forces and deliver as a winter package. I also can need some some help with some stuff. So if some like to do that, please:)
  2. spirit

    How do you recreate Snow!!

    Hello, I have just created some textures by my self as well...but there are photographys only, so the end result is not as nice as yours. So I´d like to know whether you worked with specular, bumb and normal maps. If you did though so I´d like to know whre to get such a tool for my Photoshop from. I already got Kegeteys paa plugin, but not the needed one to create the specular maps. I´d apreciate it if you could tell me. regards Memphis Send me a pm where to send this to mate, is send ya a texture. I use gimp with normal map plugin.
  3. spirit

    How do you recreate Snow!!

    Really nice ! Any tips for the tracks ? I would be very interested in that. Hey mate, the tracks were made by Panda (on my request for Watkins)from 6thsense where i play. Its a pbo file that i can send ya. You can then use them as roads as normal. Works fine. send me pm when ya want it. I am very delayed with watkins cause i have trouble with my new computer:(
  4. spirit

    How do you recreate Snow!!

    Some picks from the watkins i made snowandrock snow and unit and some trees got also some realy nice snow textures if ya like. The pic with units does not have the latest snow textures as the snow and rock btw. But it shows the trees/track. I started finishing this island again as i got a new computer that kept me busy a bit:) All textures made myself btw.
  5. spirit

    Watkin Mountains, Island

    wrong post, sorry. Removed it.
  6. spirit

    Watkin Mountains, Island

    Hey people, Received some pm's about the status. The project is still on people but i got a new computer that kept me busy a little. next week i start to finish this project again. For the pm's i got: Thanks for showing your interest people!
  7. spirit

    Custom sounds

    !SOLVED! Took me a while as a non config wizard but i now got it working. I can define any sort of sound and attach it to the configsurfaces. Means i am finaly free of the default sounds. Created a new sound wtkn_snow and i works fine. Needed to create a shitload of wss files but its worth it:) And i dont overwrite anything:) Only odd thing is that the sound seems to travel endless:( Amazin how how hard they can make it to make a footstep sound. If anybody knows how that can happen then pls. And yes the sound SNOX is just an example going here. Now only thing i need find out where ya define the travel of sound. Maybe just the volume of walk 3-4 or what ever... Now you can hear a squad moving in the snow from the other side of the watkins:) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { /*extern*/ class Man; class CAManBase: Man { soundEnviron[] = {}; class SoundEnvironExt { snox[] = {{"\ca\characters\data\sound\rock\run1", 0.000562, 1}, {"\ca\characters\data\sound\rock\run2", 0.000562, 1}, {"\ca\characters\data\sound\rock\run3", 0.000562, 1}, {"\ca\characters\data\sound\rock\run4", 0.000562, 1}, {"\ca\characters\data\sound\rock\run5", 0.000562, 1}, {"\ca\characters\data\sound\rock\run6", 0.000562, 1}, {"\ca\characters\data\sound\rock\run7", 0.000562, 1}, {"\ca\characters\data\sound\rock\run8", 0.000562, 1}, {"run", {"\ca\characters\data\sound\rock\run1", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run2", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run3", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run4", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run5", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run6", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run7", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run8", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk1", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk2", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk3", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk4", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk5", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk6", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk7", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk8", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint1", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint2", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint3", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint4", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint5", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint6", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint7", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint8", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl1", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl2", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl3", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl4", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up1", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up2", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up3", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up4", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down1", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down2", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down3", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down4", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground1", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground2", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground3", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground4", 0.000562, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim5", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim6", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim7", 0.017783, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding1", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding2", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding3", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder11", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder12", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder13", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder14", 0.000562, 1}}}; }; }; };
  8. spirit

    Custom sounds

    Just saw something odd. In the code of characters.pbo the sound of snow is already defined and it also points to the ca\ sound shit to a place called snow. Now the odd thing is, there is no snow sounds in that dir. I might be in some luck by just making a pbo that puts all that stuff in the "standard" location since there is nothing to overwride
  9. Since i cant find a thread that covers my desire complete i started a new one. I am busy with making all environment changes to Watkins island. I fixed all environment sounds like wind/snow storms etc fine. Now the next step is the sound for walking in snow. Since snow is not a defined sound in the character.pbo i been searching. So what i want? In the config file you can attach sounds to texture right. So say files='SNOW' sound='SNOW'. That stuff. Now i copied some code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class SoundEnvironExt { snow = {{"\ca\characters\data\sound\rock\run1", 0.000562, 1}, {"\ca\characters\data\sound\rock\run2", 0.000562, 1}, {"\ca\characters\data\sound\rock\run3", 0.000562, 1}, {"\ca\characters\data\sound\rock\run4", 0.000562, 1}, {"\ca\characters\data\sound\rock\run5", 0.000562, 1}, {"\ca\characters\data\sound\rock\run6", 0.000562, 1}, {"\ca\characters\data\sound\rock\run7", 0.000562, 1}, {"\ca\characters\data\sound\rock\run8", 0.000562, 1}, {"run", {"\ca\characters\data\sound\rock\run1", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run2", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run3", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run4", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run5", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run6", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run7", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run8", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk1", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk2", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk3", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk4", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk5", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk6", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk7", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk8", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint1", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint2", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint3", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint4", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint5", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint6", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint7", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint8", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl1", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl2", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl3", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl4", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up1", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up2", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up3", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up4", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down1", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down2", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down3", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down4", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground1", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground2", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground3", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground4", 0.000562, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim5", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim6", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim7", 0.017783, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding1", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding2", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding3", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder11", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder12", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder13", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder14", 0.000562, 1}}}; }; }; I expected this code to be able to enable sound when choosing SNOW as sound to mask. However nothing happens. Anybody knows a way of defining a custom sound for characters for walk, crawl etc in the right way without overwriting the default ones ofcourse. There is no error or something, it just doesnt work. All i try do here is take the standard rock code and renamed it to SNOW. When that works i can simple change sounds for my own desire.... Anybody? Tx in advance for reading/answering!
  10. Cheers for the answer mate. What i dont udnerstand is that rock type one always starts to sound like rock when ya walk on it. Its only the other rock part that has the problem. I go update my mask to only one color of rock and see if it then works. If it works its not a segment limimation but something else. Strange stuff.
  11. spirit

    Ice Apocalypse

    Cool to see a mission on my island thingy mate. Be advised you have a alpha map there. In few weeks i publish my final map. Good luck!
  12. spirit

    Watkin Mountains, Island

    Final snow and rocktexture. Final tweaks on snow tracks. Finalized the trees on the island. Placed track. Created small (ruined) locations. About 2 to 3 weeks more work before release. Final snow and rock textures http://img377.imageshack.us/img377....MG] Final tweaks on snow tracks. http://img204.imageshack.us/img204....MG]
  13. Is there anybody out here that might give a hint on why a surface can be dominant to another? Its close to the last thing i need to do for finishing my island and i realy am totaly clueless .... All of the above i have already made according to standards so no conflicts occur with anybody else. Still the sound of the snow surface keeps coming up with one of the rock surfaces. I realy dont get it.
  14. spirit

    Al Amiriya

    That is interesting stuff mate Maybe use some textures from the ruined objects/garbage objects?
  15. spirit

    Eden oh Eden

    That looks awesome!
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