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Post by jsparakov on Jul 23, 2009 12:22:11 GMT
Have you ever noticed that a lot of the custom maps for L4D currently out on the internet have no music playing in the beginning of the campaign? Is this some exclusive feature that Valve is keeping only for their official campaigns? The answer is no. Here's how to properly get music, to the best of my knowledge: developer.valvesoftware.com/wiki/L4D_SoundscriptsHopefully you guys will help contribute the wiki I started several days ago. If you like... please? It's really easy to get music in a basic Left 4 Dead map and it greatly improves the atmosphere as you develop your campaigns/maps. Custom sounds can be done, too. Just make sure to rebuild your sound cache before packing it into the vpk addon file. I can't wait to see your amazing work!
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Post by 3kliksphilip on Aug 11, 2009 12:20:43 GMT
Oh, I thought the music is made automatically according to what is going on.
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Post by Garner on Aug 12, 2009 5:09:26 GMT
it is in terms of panic events, but for the music in different places / entering a new area has to be added in the L4D hammer manually, and set up similar to that in CSS ect for ambient noises (radius ect)
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Post by jsparakov on Aug 22, 2009 2:26:46 GMT
Oh, I thought the music is made automatically according to what is going on. It is made automatically in the sense that the right conditions are set there by the map maker and soundscript. Some examples would include things like walking from a tight corridor into a spacious room, where the player is in the navigation mesh with a specific attribute (in many cases, CHECKPOINT), the death of the player, before the director deploys a panic event at you, etc. If the conditions aren't met the sound will not play. So the awesome music from the beginning of each official campaign plays because there is a proper entry in the soundscript, there is a CHECKPOINT attribute where the players start, and there is a proper mission file with a unique name for the campaign (No Mercy is "Hospital", Dead Air is Airport, Death Toll is "Smalltown", etc.). You still have control over what music sound file is played. This includes a list of sound files that can be chosen randomly. This is all controlled outside of hammer and in a text editor, which is extremely convenient. There is a really major bug, though. Custom soundscripts play random sound files when you kill zombies with fire. It sucks and I have a feeling that Valve might not have this issue on top of their list of bugs to fix. So I guess we're currently stuck with messy ambient_generics and soundscapes. So sorry!
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