shangoman Posted March 2, 2005 Author Share Posted March 2, 2005 Originally posted by ChAiNz.2da W = Work(s) I = In P = Progress oic, ty. Link to comment Share on other sites More sharing options...
Juha Avery Posted March 2, 2005 Share Posted March 2, 2005 Anyone made the crush sound yet? Link to comment Share on other sites More sharing options...
CluelessDude Posted March 2, 2005 Share Posted March 2, 2005 Originally posted by Seprithro ok what i did was simple first i used bink to convert teh trailer to a wav file, then i used sound recorder to get just the sounds i wanted out and saved it, then i used bink again to convert it to a 16bit mono wav, then i renamed it to match the default\unused sound, (v_imp_crush) then i droped it in override, open up spells.2da and changed the line castsound from v_useforce to v_imp_crush saved and droped in override bingo bone shattering force crush sound effects The only problem with editing the spells.2da file in this manner is that the sound starts playing the moment the player activates the power. In other words, there's a sound file called by spells.2da for the PLAYER to make (when he makes his hand gesture), and then there's a sound that the TARGET is supposed to make as well. Using the method above yielded a 'crunch' sound that was completely out of synch with the target's animation. I looked through the script for Kill to see if I could figure out a way to change the target's sound for Force Crush. No luck. While Kill calls a VFX for the target, Crush seems to call a script function (EffectCrush). I can't find EffectCrush anywhere but its brief mention in k_inc_force, and another one in nwscript.nss. Neither one seemed to define it. So either there's something to be done that I can't find, or, simply put, the sound for Crush will have to be timed to match up to the animations. Unfortunately, the game doesn't seem to have a set time for the power to go off. Or at least on my computer, the length of the casting seems to fluctuate. I may be too much of a perfectionist, but I'd rather not have the sound at all than have it not match the animation. Link to comment Share on other sites More sharing options...
Seprithro Posted March 2, 2005 Share Posted March 2, 2005 thanks for the heads up, but i fixed that little problem sometime ago i timed the sound in the editing Link to comment Share on other sites More sharing options...
CluelessDude Posted March 2, 2005 Share Posted March 2, 2005 Originally posted by Seprithro thanks for the heads up, but i fixed that little problem sometime ago i timed the sound in the editing Glad to hear it. So you feel like making it available, then? Link to comment Share on other sites More sharing options...
Seprithro Posted March 2, 2005 Share Posted March 2, 2005 not until it's finished Link to comment Share on other sites More sharing options...
shangoman Posted March 4, 2005 Author Share Posted March 4, 2005 Replacement sound effects for Force Crush now available at: http://www.pcgamemods.com/10761/ After the above post I was playing and noticed that in crowd with all the commotion and other fx it was difficult to hear the crushing part of the effect. So I increased the volume on the crushing portion. The new file is located at: http://www.pcgamemods.com/10762/ Sorry for the inconvenience, I guess just got too excited about making my 1st submission. My 1st submission. Link to comment Share on other sites More sharing options...
Keiko Posted March 4, 2005 Share Posted March 4, 2005 Thank you, thank you, your far to kind! Link to comment Share on other sites More sharing options...
endpoint Posted June 4, 2005 Share Posted June 4, 2005 in the readme for the mod it says to open spells.2da but I can't find this file... Link to comment Share on other sites More sharing options...
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