Kamirov has contributed to 17 posts out of 465278 total posts
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20 Most recent posts:
I got the sound tags I needed. Sparky helped me out last night. So I'm all set to go and can finish this map.
Quote: --- Original message by: OrangeJuiceOh ... right. Do you have the sounds and vorbisfile fix? Edited by OrangeJuice on Mar 18, 2017 at 09:56 PM
Yep sure do.
And yes I can I share the files and see if someone here can get them converted to the tag file.
https://www.mediafire.com/?d3iwdagduph20ds Edited by Kamirov on Mar 19, 2017 at 06:32 PM
I've done all of that, I've watched multiple video tutorials and have done EVERYTHING correctly and still, I get this error message. This was no help, no offense and I do appreciate the help.
Quote: --- Original message by: SBB_Michelle Delete the sound tag and then recompile.
(And use the 22050 mono you tried before)
I did that, didn't work
So, I'm trying to create some custom weapon sounds from Battlefield 3 and 4, and I have all my folders set/named correctly and and when I type in the command to create the file (example: tool sounds sound\bf3_4_weapons\m16a3 ogg 1) I get the error message "Importing sound\bf3_4_weapons\m16a3 fixed corrupt tag enum field (sample rate*). the sound tag 'sound\bf3_4_weapons\m16a3' may be corrupt."
The sound file is converted to 16bit PCM signed 22050 stereo. I've tried 16bit PCM signed 41000 stereo and even tried mono and I get the error message every time.
I've spent at least 2 hours trying different things and have had no luck at all.
I've watched tutorials and I'm doing everything right.
Any ideas? I could zip up the sounds I want to use and maybe someone try to create them for me?
Quote: --- Original message by: StormIf it's for a day-night map, the script can be activated using UI widgets or activating a holopanel somewhere in the map. I'm unsure of the UI widget script, but the holopanel would be this (if ((device_get_power = 1) true) (switch_bsp 1)) ((device_get_power = 0) switch_bsp 1)) Or something similar to that.
Thank you, I will give that a try, and see what happens.
Quote: --- Original message by: SS FlankerQuote: --- Original message by: KamirovQuote: --- Original message by: SS FlankerQuote: --- Original message by: Kamirov I'll check them out, hopefully I can successfully do something new and different from what I usually do. Getting tired of building boring maps, so I want to create something new and a bit more challenging. ;) http://www.youtube.com/user/Yoda73811 NCC-1701. Majority of those are weapon tuts. :\ Edited by Kamirov on Oct 14, 2014 at 09:52 PM Majority of those are still something new and exciting.
Yes I understand, but I am not trying to build weapons at this time, I wish to build a new level and something good....really good.
Quote: --- Original message by: SS FlankerQuote: --- Original message by: Kamirov I'll check them out, hopefully I can successfully do something new and different from what I usually do. Getting tired of building boring maps, so I want to create something new and a bit more challenging. ;) http://www.youtube.com/user/Yoda73811 NCC-1701.
Majority of those are weapon tuts. :\ Edited by Kamirov on Oct 14, 2014 at 09:52 PM
I'll check them out, hopefully I can successfully do something new and different from what I usually do. Getting tired of building boring maps, so I want to create something new and a bit more challenging. ;)
Makes sense, now this can be done for the 2 BSPs, just need to set up the sky the way you explained?
And how do I create a portal?
Well this is very good to know, wondered the same myself, but never really asked about it.
Well, it worked, I have 2 bsp structures, but issues with lighting on one side, it's pitch black and suppose to be bright as day. Yes I ran radiosity, but the other side is suppose to be the side that is dark, but not pitch black....
Any ideas?
The transition from one bsp to another is perfect though, just using a teleporter. Edited by Kamirov on Sep 24, 2014 at 07:16 PM Edited by Kamirov on Sep 24, 2014 at 07:17 PM
So I've created 2 BSP Structures, one is desert, clear sunny day, the other is suppose to be snow, ice, foggy and windy and dark, but I can't figure out how to put them together into the levels scenario....
Like Extinction or Coldsnap for example?
Quote: --- Original message by: il Duce Primo Yes, this is how day night scripts work. It is essentially switching between two bsps. I have always been interested with this concept and imagined doing a map where you can teleport to inside/outside chambers with all different environment types.
Exactly how it works I forget. Assuming I remember just export 2 different named bsp models and in the map file you can attach both structure bsps in guerilla. The practical matter of switching bsps will have to be done with scripts and things I'm not very familiar with.
So what you're saying is, when I export the models from 3ds, export them as 2 differently names models, then create the BSP Structures for each model then merge them into the scenario?
Interesting, I'm working on a multiplayer map where I want 2 BSP Structures in a single scenario, one side is desert like, and the other I want it to be snowing, dark and light fog. I have a tunnel that connects between the 2, but I'm not sure how to create 2 separate BSP Structures.
Is it possible to create 2 separate BSP structures in one map? Kind of like a single player map, but instead for a multiplayer map.
If so, could anyone give detailed instructions on how to do so?
Thanks in advanced!
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