SirDieAloT
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Arma 2 Sound Modding 101.
SirDieAloT replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hello. Kju, I've solved the problem by making a new seperate soundmod. My problem was, that the mod made for aa1, is now used for aa2, and the team wanted me to build the sounds inside that mod, which isn't possible codewise. Now, I've taken the TRSM code as an example (credit given!), and all my sounds work in the new mod, except for the turretsounds. (Later on I will rewrite everything with your MST) Somehow, I'll need to check in a file called "base_v" (where all vehicles are written to ((aa1)) ) and see what I can come up with. If I leave the lines in the code the sounds won't play, since the game won't start up :) And saw the "base_v" error msg... I hope the team will consider to change everything into a new (aa2) mod, which will make things easier ... Question; Is there a way to make the engine understand to hold on playing a certain soundfile until an other one has finished? For example, start sound and idle sound...both start at the same time... -
Arma 2 Sound Modding 101.
SirDieAloT replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok sorry, I thought it was clear.... My question is, can I use the mst in a mod that still uses the arma1 coding... To give an example, this is the only line of coding in the mod calling on sounds for a vehicle maxSpeed = 25; fuelCapacity = 250; //soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", db+18, 0.8}; //soundEngine[] = {"\I44_sounds_v\engine\PzKpfwV_engine", db+20, 1}; While the mst and the trsm mod consist of multiple lines. Also, path in the mod calling cfg's is "D:\Program Files\Bohemia Interactive\ArmA 2\@i44\addons\I44_base_v\cfgVehicles\tank" then config, while for example aa2 goes "D:\Program Files\Bohemia Interactive\ArmA 2\AddOns\tracked" then config. The paths are completely different. And this is what bugs me....I don't know if your mst will be compatible with the current aa1 mod. I want to use the mst, because I can add more soundfiles per vehicle, which gives me more freedom, since I can add more events. I hope I made some sense here :) If needed, we can always have a talk on msn - skype - TS if one wants... @Hamis Thx for the offer m8, new sources are always welcome, and maybe I can throw some your way as well :) -
Arma 2 Sound Modding 101.
SirDieAloT replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi Kju! Well, the team is modding for arma2, but using code from arma1, where for instance, the path and the folders are completely different as the path taken in arma2. Have the trsm mod, use it myself, and its brilliant.... -
Arma 2 Sound Modding 101.
SirDieAloT replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi, First off thx for the great reads, and Kju for the mst! I hope I can help out or post some tips in the future (giving something back to the community), but for now I'm more of the "how to..?" category :) Started with a modcrew in the beginning of this year, a group of enthousiastic tanknuts, working on a tanksim to fill their needs... In short, I came aboard as soundmodder, when we where using Crysis as a base, and I must say, I learned a lot about implementing sounds with Fmod, a tool provided and needed for the soundmodding. About two months ago, the crew decided to change direction, and choose arma2 as a platform, to continue/redo the work done sofar for the WWII tankmod, since it had more possabilities. Although less "visual" to me (as Fmod is very visual and easier to tweak sounds), this new step got me mindbugged, also because "coding" is not really my "thing" yet... To make things more complex, the crew has joined an existing group of WWII fans, who already made several mods for arma1. Now, reading up on stuff, and comparing config files, I came to a conclusion, and I'm kinda hoping that some friendly soul could concurr this, any other comments are very welcome as well offcourse :) It seems that in arma1 (the mod the guys made anyway) the engine sound for a vehicle only exsist of 1 (measly) .wss soundfile....and you can guess, this sounds horrible, since pitch controls this one file, doing "odd" stuff to the sound... Seeing several arma2 soundmods, a vehicle suddenly has like 8 soundfiles (like idle - start - stop etc...you name it, and exterior as interior) The guys are letting me "hang" on these codes kinda, and I'm getting very frustrated... So, because I want to bring the tanks to "life" with multiple sounds, my question is this; Can I build these in with the MST Kju made, or do I have to convince the crew to actually start to rebuild this inhereted arma1 mod to a version similar to arma2? Since I think that I can't use the MST in an arma1 based mod. Thx for reading! Grtz Stefan