Rathmor Video

#11
Thankyou so much John, these sounds are awesome, very clear and the thunder is perfect, and the wind files are quite diverse so i can choose for whatever situation.
Now to convert them so SoM can read them :)

You're a star
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#12
Ben, I can help you out in the sound dept. ‎  I have access to some decent sound file sites working with the xbox games and such and have done a few custom sounds in DD so I can remember how it was done.

Poke me on messenger and we can figure out what else you need....I guess maybe I need to add sounds to the addons section as well.

Wonder if there is a way to go beyond 15 in game sounds though. ‎  I guess for ambience, the 15 max isnt a big deal since the sound can be attached to an enemy animation instead of an event.
- Todd DuFore (DMPDesign)
Site Founder
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#13
Now that we can make some MDL files, someone should really make a 'sound dummy' enemy with a different sounds attached to every available animation slot. That way, we could adjust/randomize the playback frequency pretty easy using the Enemy AI settings in the parameter editor.

A simple front-end to generate the needed SND file header and assign sounds in the PRF files would be useful too.

I'm making new parts as the need arises in my game so I'll get to it eventually if no one else does.
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#14
i've still to look into getting milkshape working... though maybe i should wait for the new tutorial, working with metaseq?
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#15
Ill dig through my stuff to find my 'waterfall' ant and see if i can cook up a decent tutorial to swap his sounds.

I should really sit down and catalog which sound hex corresponds to what actual sound.
- Todd DuFore (DMPDesign)
Site Founder
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#16
I'd be very grateful if you could provide you're termite, another thing is, i cant seem to change the sounds in the .prf, i followed you're advice and got stuck.

If i convert the sound could you edit a few prf's for me? ‎  Biggrin
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#17
Certainly.

I remember I had some tricky things to get it to work ( I believe I actually had to clone the termite model and call it something else, otherwise if I left the prf pointing at the original model it would grab the sound from another regular termite I made above it in the enemy editor...weird).

Come to think of it. ‎  I really should see if I can convert the prf to an npc, that way you can set it up as non killable.

Ill do some digging.
- Todd DuFore (DMPDesign)
Site Founder
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#18
When you edit a PRF, you have to push 'apply' and ‎ 'save' again in the parameter editor or the changes won't show up in game.
That might be the issue.

The reason being, the game.exe doesn't read the PRF's info directly; instead the PRF data is copied to the project's PRM/PR2 files when you 'apply/save' (in the parameter editor) and the game.exe reads it form there.

FYI, Verdite was asking about modifying attack animations so I started to make a sling shot for my game since it's related to what he's wondering about. I need to 'decode' ‎ some parts of Enemy PRF files and the magic's SFX.dat file to proceed so if you can send me the termite sound info, it might save a little time.

Also, I remember Mick posted info on giving enemy spells to the player by editing the sfx.dat a long time ago. I've skimmed about 200 of his posts ‎  Dazed, but I still can't find it. If anyone has a link or copy of that info, ‎  it would help. ‎  ‎  Smile
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#19
https://www.youtube.com/watch?v=f5LXd3ZhiiY
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#20
https://www.youtube.com/watch?v=IFWt7y1dD28
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