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Odd taunt error


LaVarious

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Posted

So, I've got my skin made, packed and ready to go. I decide that a custom taunt is a must and extract the needed files from the assests1.pk3 saving the subfolders as is requested. I create my taunt and convert it to an mp3. I then add it in the sound/chars/weequay/misc dir overwritting the original file.

 

Now I am all excited because I have a custome skin and a custom taunt. So I recompile my pk3 files with the sub folders clicked and hit the add wildcards button. Easy so far. It compiles and seems ready to go. I check its directory structure and all the files seem to point to the right place:

 

All the skin files point to:

 

/models/players/weequay

 

The taunt file points to:

 

/sound/chars/weequay/misc

 

I add the file to my base dir and launch the server.

 

I can select my skin just fine, but when I taunt it is oddly enough the taunt for the shadow trooper....the insane laugh. Any clue why it would be doing this?

Posted

Well all you have to to is to change your model's sound.cfg that it points towards the right directory. Also have a look at the animsounds.cfg - you might have to change there a line or two.

Posted

i always just change both the animsounds.cgf and the sounds.cfg to

 

chars/<name>/misc

m

 

and that works. changing both of them like that does not mess with the footsteps and grunts sounds, oddly enough.

Posted

Alright I looked at the animsounds.cfg and it doesn't look like I should change anythis thus it is:

 

// Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds

// To deviate from this will court disaster the likes of which have never before been

// seen

//

// RECORD STRUCTURE :

// Animation enum/name

// Frame into sequence where sound should start

// sound file

// starting number (if there are variations of the name: laser1laser2laser3)

// ending number

// probability sound will play

//

 

 

UPPERSOUNDS

{

BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/weequay/misc/death%d.wav 1 3 30

BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/weequay/misc/death%d.wav 1 3 0

BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/weequay/misc/death%d.wav 1 3 30

BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/weequay/misc/death%d.wav 1 3 30

BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0

}

 

LOWERSOUNDS

{

//walk1

BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0

//walk1

BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0

//fastwalk (run)

BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0

//fastwalk (run)

BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0

BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0

}

 

Then I went and looked for the sound.cfg for the Weequay and couldn't find it. So I took the shadow troopers and renamed it as this:

 

chars/lav/misc

m

 

Both of the .cfg files now reside in:

 

/models/players/lav

 

But there is still no change. I still hear the wicked laughter instead of the taunt i created which is located in:

 

sound/chars/lav/misc

 

Any suggestions?

Posted

It might help to have a sounds folder for your model/skin.

JO seems to use the default sounds if there exists no folder for your skin.

 

hope it works now

 

[edit] sorry i didnt read the last phrase...

 

now i have no clue

- is the file named taunt.mp3? (taunt1 may also work)

- are there other files with "taunt" in the name?

- no more ideas sorry

 

:confused:

Posted

I've tried taunt.mp3 taunt1.mp3.....still nothing. The bizarre thing is I can add custom taunts from other skins, put them in my directory and they work fine. So I am thinking it must be the mp3 encoding that I am screwing up, but how I don't know. What is everyone else out there encoding their mp3's with? I edit in sound forge, but it won't convert it to a mp3 so I have been using a wav to mp3 compressor to create the actual mp3 file.

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