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Post by monkeynutts on Jan 8, 2013 23:11:56 GMT
Hi there,
I have a soundscape question.
I am looking at placing soundscapes in my map using the range at -1 so when the players sees the particular soundscape the sound will trigger until they see another.
I haven't done much mapping for the last 2 years now so I'm pretty rusty. I am making a map using the Garry's Mod setup. I have CS:S and HL2DM installed on my Steam Account and all the SDK sources.
My problem is I don't know what to put in the box (Default = Nothing). I've seen your tutorial with Dust Outdoors and the one with all the sounds one after the other with the list below. I've also looked on the Value Community for lists, but still are sort of confused.
All I'd like to know is what do I put in the box and in what format do I enter it. At the moment I have a list of 5 default ones I guess that come with Hammer Automatic etc...?
The map itself compiles fine in about 25-30 seconds, it runs fine throughout, waters is ok, no lag or other problems, but its kind of quiet unless you go running through the water lol.
Any help would be greatly received.
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Post by Zeph on Jan 9, 2013 0:15:33 GMT
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Post by monkeynutts on Jan 9, 2013 18:39:12 GMT
Hi Zeph,
I've looked at the Soundscape link you sent before, but it didn't make much sense.
On the env_soundscape box you have a box that is titled soundscape and on the right a box that has "nothing" defaulted in it.
Inside my Steam/Steamapps/#Username#/garrysmod/garrysmod/scripts ---- I have soundscapes, soundscapes_garrysmod, soundscapes_lostcoast & soundscapes_manifest
What exactly do I put in the box on the right.
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Post by Zeph on Jan 9, 2013 20:07:35 GMT
The name of the soundscape you want.
See the bit (near the top):
Soundscape lists : CS:S | DoD:S | EP2 | HL2 | HL:S | L4D | L4D2 | Portal | TF2
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Post by monkeynutts on Jan 9, 2013 20:38:43 GMT
Yep I see them.
I've put in assault.steamvent as written from the CS:S tab and nothing.
Also tried d1_canals.util_drips as written from HL2 tab and nothing.
My map is primarily in a sewer so water dripping etc is good.
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Post by monkeynutts on Jan 9, 2013 20:50:27 GMT
Think I've fixed it....but only the HL2 ones work, not the CS:S ones
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Post by Zeph on Jan 10, 2013 0:07:07 GMT
You're running the game from Gmod, yes? Only Gmod soundscapes will be available to you, and it probably has none. You could add Game Data Files to Gmod, allowing you access to other game's content, but if you publish the map only the people with the game you took the soundscape from installed would hear the sound.
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Post by monkeynutts on Jan 10, 2013 17:52:58 GMT
I need to able to use CS:S soundscapes and sounds. How would I be able to use those ?
In soundscapes_manifest I have:
soundscapes_manifest { "file" "scripts/soundscapes.txt"
// Gmod "file" "scripts/soundscapes_garrysmod.txt" // HL2 "file" "scripts/soundscapes_lostcoast.txt" "file" "scripts/soundscapes_citadel_episodic.txt" "file" "scripts/soundscapes_city_episodic.txt" "file" "scripts/soundscapes_canals.txt" "file" "scripts/soundscapes_klab.txt" "file" "scripts/soundscapes_elab.txt" "file" "scripts/soundscapes_streetwar.txt" "file" "scripts/soundscapes_citadel.txt" "file" "scripts/soundscapes_town.txt" "file" "scripts/soundscapes_coast.txt" "file" "scripts/soundscapes_prison.txt" "file" "scripts/soundscapes_trainyard.txt"
// EP2 "file" "scripts/soundscapes_silo.txt" "file" "scripts/soundscapes_outland.txt" "file" "scripts/soundscapes_outland2.txt"
// TF2 "file" "scripts/soundscapes_2fort.txt" "file" "scripts/soundscapes_dustbowl.txt" "file" "scripts/soundscapes_well.txt" "file" "scripts/soundscapes_badlands.txt" "file" "scripts/soundscapes_gravelpit.txt" "file" "scripts/soundscapes_hydro.txt" "file" "scripts/soundscapes_granary.txt" "file" "scripts/soundscapes_goldrush.txt" "file" "scripts/soundscapes_ravine.txt" "file" "scripts/soundscapes_lumberyard.txt" "file" "scripts/soundscapes_pipeline.txt" "file" "scripts/soundscapes_sawmill.txt" "file" "scripts/soundscapes_egypt.txt" "file" "scripts/soundscapes_nucleus.txt" "file" "scripts/soundscapes_viaduct.txt" "file" "scripts/soundscapes_gorge.txt" "file" "scripts/soundscapes_doublecross.txt" "file" "scripts/soundscapes_medieval.txt" "file" "scripts/soundscapes_thundermountain.txt" "file" "scripts/soundscapes_hightower.txt" "file" "scripts/soundscapes_upward.txt" "file" "scripts/soundscapes_cp_coldfront.txt" "file" "scripts/soundscapes_halloween.txt" "file" "scripts/soundscapes_mountainlab.txt" "file" "scripts/soundscapes_nightfall.txt" "file" "scripts/soundscapes_lakeside.txt" "file" "scripts/soundscapes_barnblitz.txt" "file" "scripts/soundscapes_harbor.txt" "file" "scripts/soundscapes_deathpit.txt" "file" "scripts/soundscapes_mannworks.txt" "file" "scripts/soundscapes_cactusvalley.txt" "file" "scripts/soundscapes_soho.txt" }
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Post by Zeph on Jan 10, 2013 21:04:21 GMT
You could add Game Data Files to Gmod, allowing you access to other game's content, but if you publish the map only the people with the game you took the soundscape from installed would hear the sound.
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Post by monkeynutts on Jan 11, 2013 12:10:01 GMT
In my Username/garrysmod/garrymods
I have garrysmod.fgd
In there it starts with:
@include "base.fgd" @include "halflife2.fgd" @include "hl2mp.fgd"
CS:S uses base.fgd.
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Post by Zeph on Jan 11, 2013 13:54:15 GMT
Found the problem.
GMod is missing a folder called "scripts" in it's root folder, and inside that should be a "soundscape_manifest.txt", which you can copy from another mod and edit to suit.
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Post by monkeynutts on Jan 11, 2013 15:13:40 GMT
Ok, I have In my Username/garrysmod/garrymods/ a folder called Scripts. In that folder the soundscapes_manifest is located. Do I literally put @include soundscapes_manifest" underneath @include "hl2mp.fgd" Or is it a little more complex than that? All I want is CS:S specific soundscapes that I type from developer.valvesoftware.com/wiki/List_of_CS:S_Soundscapes and for them to work lol Neil
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Post by Zeph on Jan 11, 2013 15:58:05 GMT
Copy and paste the scrip folder from, EG, HL2 or CSS. Merge the manifests.
Or make your own. The .txts listed should be in the same folder as the manifest.
soundscapes_manifest { "file" "scripts/soundscapes.txt"
// List additional soundscape files here "file" "scripts/soundscapes_citadel.txt" "file" "scripts/soundscapes_town.txt" "file" "scripts/soundscapes_coast.txt" // etc
// Custom Scripts "file" "scripts/soundscapes_mycustomscript.txt" }
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Post by monkeynutts on Jan 11, 2013 17:12:27 GMT
Inside CS:S folder there isn't a scripts folder. I've Defraged Game Cache and Verified Integrity of Game cache so no files are missing...
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Post by Zeph on Jan 15, 2013 13:53:40 GMT
The reason CSS does not have a scripts folder is because they are located inside the GCF (archive) file. You can try using GCFScape to extract the soundscript_<mapname>.txt and soundscript_manifest.txt from CSS, then merge the manifest with your own and copy in the mapname ones.
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