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Posted:
Tue Jan 17, 2006 11:59 pm
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Forum Sniper
Joined: 26 Jul 2005
Posts: 696
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Posted:
Wed Jan 18, 2006 5:43 pm
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Forum H4xor
Joined: 07 Feb 2005
Posts: 3150
Location: Houston
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doing this in source would be cool too >_> |
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RL the ultimate roleplaying experience |
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Posted:
Wed Jan 18, 2006 9:05 pm
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Forum Sniper
Joined: 26 Jul 2005
Posts: 696
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Posted:
Thu Jan 19, 2006 5:45 am
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Forum Sniper
Joined: 13 Dec 2004
Posts: 652
Location: In the rain
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Music in maps is easy...
For HL1:
Basically you get your music and follow these guidlines:
* Sound files must be in "wav" format.
* Sound files must be 22 040 Hz, 8bit and mono
* Waves need two "cue points" - at the start and end - in order to loop. (some sound editors bug out with one at the end, simply place the one at the beginning as usual and don't place the end one)
* Sounds should be in folder etc\half-life\valve\sound
lets say you want to put, oh... some boss battle music from FFX ... otherworld.
so we take our .mp3 and convert it to .wav with the above settings.
So now we have otherworld.wav now we need to put it in the game...
so you make your map, and you want to add this new sound you just put in... lets say its a dm map, so you only want it in the battle rooms...
So place an ambient_generic in the center of the room, by default your sound will loop. go to wave name in the properties list and add "otherworld.wav" Test a bit to see which radious and volumn setting is best for the room.
For HL2:
I do not know the sound requirements for source, although I assume its .wav or .mp3.
Its much the same, except you can define a specific radious for the ambient_generic, so you can fine tune the sound better |
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-SoldierBoy- wrote: |
I play tfc because its a fun game. If i want to kill lots of stuff ill play DOD or CS or Barbi's Dream Funhouse CD game. |
-[CfH]-Server Admin |
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Posted:
Thu Jan 19, 2006 3:49 pm
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Forum Sniper
Joined: 26 Jul 2005
Posts: 696
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