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-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-17 06:48
USMC scout sniper wrote: Yes it is possible.Look in common_Client/material/ impact and look at the hand grenade file.
Believe my I came that far. Did it exactly as those sounds and there's just silence..
I have the insgr_enfield.tweak file like this:
Code: Select all
ObjectTemplate.activeSafe Sound S_insgr_enfield_Fire1P
ObjectTemplate.modifiedByUser "bizzie"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/insgr_enfield/sounds/no4_1p_1.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_1p_2.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_1p_3.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.982/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.activeSafe Sound S_insgr_enfield_Fire3P
ObjectTemplate.modifiedByUser "bizzie"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/insgr_enfield/sounds/no4_3p_1.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_3p_2.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_3p_3.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.9
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0.5
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.96/1.05/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.901/1/
ObjectTemplate.position 0/0.017/0.587
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 15
ObjectTemplate.soundRadius 1.5
Last edited by
-=anders=- on 2012-04-17 06:53, edited 1 time in total.
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
Nebsif
Posts: 1512 Joined: 2009-08-22 07:57
Post
by Nebsif » 2012-04-18 05:31
..patient bear is loosing patience :\
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-18 05:59
USMC scout sniper wrote: Or instead of putting 1 put 01?
Of the filenames? Would that matter?
Oh knock it off with the bears, you will have something to look forward to, see it that way instead. There's a little polishing left to to as people discover new things to be changed or added.
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
USMC scout sniper
Posts: 487 Joined: 2010-01-03 04:21
Post
by USMC scout sniper » 2012-04-18 13:05
I looked in the die sounds and grenade sounds it actually matters. I'm pretty sure.
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-18 14:13
USMC scout sniper wrote: I looked in the die sounds and grenade sounds it actually matters. I'm pretty sure.
Hmm, ok, I'll try it out.
Guess you mean like this:
Code: Select all
ObjectTemplate.activeSafe Sound S_insgr_enfield_Fire1P
ObjectTemplate.modifiedByUser "bizzie"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/insgr_enfield/sounds/no4_1p_01.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_1p_02.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_1p_03.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.982/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.activeSafe Sound S_insgr_enfield_Fire3P
ObjectTemplate.modifiedByUser "bizzie"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/insgr_enfield/sounds/no4_3p_01.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_3p_02.wav,objects/weapons/handheld/insgr_enfield/sounds/no4_3p_03.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.9
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0.5
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.96/1.05/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.901/1/
ObjectTemplate.position 0/0.017/0.587
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 15
ObjectTemplate.soundRadius 1.5
Didnt work. Still silence...
Last edited by
-=anders=- on 2012-04-18 14:42, edited 1 time in total.
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
USMC scout sniper
Posts: 487 Joined: 2010-01-03 04:21
Post
by USMC scout sniper » 2012-04-18 22:10
are you sure it isn't supposed to be: no4_1p_fire_01? Or maybe no4_fire_1p_01? Instead of no4_1p_01?
HELL HAVE NO FURY LIKE ME WITH A M249 SAW PIP!
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-18 22:24
USMC scout sniper wrote: are you sure it isn't supposed to be: no4_1p_fire_01? Or maybe no4_fire_1p_01? Instead of no4_1p_01?
No I named the soundfiles exactly the same as in tweakfile.
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
Wicca
Posts: 7336 Joined: 2008-01-05 14:53
Post
by Wicca » 2012-04-18 22:38
Attach the sound to the bullet?
Xact Wicca is The Joker. That is all.
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-18 23:23
[R-CON]Wicca wrote: Attach the sound to the bullet?
What?!
??:
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
dodek96_pl
Posts: 45 Joined: 2010-11-19 15:14
Post
by dodek96_pl » 2012-04-22 12:48
-=anders=- wrote: Does anyone know if its possible to have more than 1 shootsound per weapon?
It's impossible to do it the way you try, the only possible way I can think of is to make a separate muzzleflash (ESS...) and that way you can have more than one sound per weapon. Works.
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-22 13:02
dodek96_pl wrote: It's impossible to do it the way you try, the only possible way I can think of is to make a separate muzzleflash (ESS...) and that way you can have more than one sound per weapon. Works.
Ahh ok.
Then its outta the question if not the devs put in more muzzleflashes as default. So we can have more distantsounds aswell. Thx Dodek!
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
Megagoth1702
Posts: 510 Joined: 2009-01-31 20:19
Post
by Megagoth1702 » 2012-04-22 20:41
I really like the punch of the M16 1st person, I dont like 3rd person, lacks punch and power. Really great mod but some stuff seems to need more initial pop & punch. I just played half a round of Kokan so yeah. 3rd person samples lack that initial punch. Maybe lower volume by 2-3db after the initial kick? Or mix in a "punch" sample? Look at BF3 for good example. Just use one of their "all in" sounds or re-create your own.
Great work, really, awesome to see you come over here from arma2, but I prefer the original PR sounds.
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-22 20:55
Megagoth1702 wrote: I really like the punch of the M16 1st person, I dont like 3rd person, lacks punch and power. Really great mod but some stuff seems to need more initial pop & punch. I just played half a round of Kokan so yeah. 3rd person samples lack that initial punch. Maybe lower volume by 2-3db after the initial kick? Or mix in a "punch" sample? Look at BF3 for good example. Just use one of their "all in" sounds or re-create your own.
Great work, really, awesome to see you come over here from arma2, but I prefer the original PR sounds.
Come back in again when 0.4 is released. Haven't heard the 0.32 sounds since before christmas. You do wanna play with the new ones.
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
Nebsif
Posts: 1512 Joined: 2009-08-22 07:57
Post
by Nebsif » 2012-04-23 15:34
can has teaser trailer for the teaser of the trailer?
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-23 17:13
Nebsif wrote: can has teaser trailer for the teaser of the trailer?
Im not working on it. Someone else is.
Itll come!
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
Daniel
Posts: 2225 Joined: 2010-04-15 16:28
Contact:
Post
by Daniel » 2012-04-23 17:18
-=anders=- wrote: Come back in again when 0.4 is released. Haven't heard the 0.32 sounds since before christmas. You do wanna play with the new ones.
Did u just wrote 0.4? 0 .
4 ???
Is there ANYWHERE an overview of progress, release-date(s) or ANYTHING else?
-=anders=-
Retired PR Developer
Posts: 1532 Joined: 2005-10-27 14:48
Post
by -=anders=- » 2012-04-23 17:42
Daniel wrote: Did u just wrote 0.4? 0 . 4 ???
Is there ANYWHERE an overview of progress, release-date(s) or ANYTHING else?
Yes there is... within 3 weeks.
Is that enough?
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
Daniel
Posts: 2225 Joined: 2010-04-15 16:28
Contact:
Post
by Daniel » 2012-04-23 17:54
-=anders=- wrote: Yes there is... within 3 weeks.
Is that enough?
Enough for sure man! Thx!
According to Anders:
RELEASEDATE
Anders-SoundMod
v. 0.4:
14. of May
Last edited by
Daniel on 2012-04-23 18:03, edited 2 times in total.
WeeD-KilleR
Posts: 792 Joined: 2009-11-01 13:32
Post
by WeeD-KilleR » 2012-04-23 20:03
Daniel wrote:
According to Anders:
RELEASEDATE
Anders-SoundMod
v. 0.4:
14. of May
WTF? What's going on? Did he say any date? He just said "within 3 weeks". You distort his words.
Last edited by
WeeD-KilleR on 2012-04-24 12:45, edited 1 time in total.