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Portalboat Superior Participant
Joined: 30 May 2008 Posts: 98 Location: In your pool, drinking your waterz
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How would you put regular Portal sounds (i.e. The GLaDOS ding on-off, etc.)
in custom game soundscripts, without getting them out of the .GCF?
What would the path be for when the script is out of the .GCF? |
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Mek Test Supervisor

Joined: 30 May 2008 Posts: 186 Location: Slovakia
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do you mean custom scene files?
that is the way I did this for my map, but there is a problem then - you need to rebuild scenes.image file and distribute that with your map, plus the custom scene file does not work when bspzipped, so there is much trouble. anyway, this is my custom scene file: | Code: | // Choreo version 1
actor "Aperture_AI"
{
channel "voice"
{
event speak "ding_on"
{
time 0.015152 0.205152
param "Portal.ding_on"
fixedlength
cctype "cc_master"
cctoken ""
cc_noattenuate
}
event speak "Portal.GlaDOS.core_drop_1"
{
time 0.253606 3.4
param "Portal.GlaDOS.core_drop_1"
fixedlength
cctype "cc_master"
cctoken ""
cc_noattenuate
}
event speak "ding_off"
{
time 3.4 3.6
param "Portal.ding_off"
fixedlength
cctype "cc_master"
cctoken ""
cc_noattenuate
}
}
}
scalesettings
{
"CChoreoView" "16"
"RampTool" "100"
"SceneRampTool" "100"
"ExpressionTool" "100"
"GestureTool" "100"
}
fps 60
snap off
ignorePhonemes off
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Portalboat Superior Participant
Joined: 30 May 2008 Posts: 98 Location: In your pool, drinking your waterz
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| yeah, I meant custom scenes, but scenes have to have a soundscrpit for the WAVs, and I was wondering how to make one for a regular Portal sound. |
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