Looking for info on PRF/CP file info for animated models . . .

#5
All of the sounds that correspond to animations of the enemy are also located at the end of the .prf files...so in the last few sections you will have the animation label (such as idle) and a sound effect associated with it. ‎  Modifying the sound is how I was able to make the different ambient sounds in Dark Destiny, such as the ocean waves crashing, the sound of rushing water at the waterfall etc. ‎  I took the termite enemy, which repeats its idle sound effect ALOT (I needed something noisy and consistent) and replaced the scratchy bug noise with ocean wave noise and it worked perfectly once i gave it a blank texture, reduced its size to .1 and made it non reactive and unkillable (and under the ground).

Unlike King's Field which seemed to have the idle sound effects completely random as to how often they play, the sounds for the animations in SOM are directly tied to the animation repeat timer. ‎  In other words, if the termite idle animation is set to repeat once every 3 seconds, the sound effect plays once every 3 seconds with the reset of the idle animation...so somewhere in the prf it sets the repeat factor of animation sets for the idle (so likely if we look at the section of animations at the end of the prf, you will find one of them with extra information as I am fairly certain only the idle animation would have a 'repeat' factor where as the others, such as attack, death, turn etc would be a one time trigger per use).

Im gonna ping Madison and try to work on parsing the information for a simple enemy mdl, I will find one with very few actions, an enemy without magic animations etc and that should be the easiest start point.
- Todd DuFore (DMPDesign)
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Re: Looking for info on PRF/CP file info for animated models . . . - by dmpdesign - 2011-03-02, 03:28 PM



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