Importing Custom Sounds
Quote from Skotty on June 8, 2012, 12:18 pmThe reason could be: The sounds are loaded with the map, like they are cached with the map itself.
But I never tested this.
The reason could be: The sounds are loaded with the map, like they are cached with the map itself.
But I never tested this.
Quote from Lpfreaky90 on June 8, 2012, 1:15 pmgreykarel wrote:Lpfreaky90 wrote:The problem is with sounds in a bsp you need to rebuild the audio cacheWell, I must say something has changed.
In my last map Hard Light I used some Portal 1 glados lines. May be there is a better way, but I used it as custom
sounds (extracted .waw files from portal 1 .gcf, placed them in portal2/sound/hard_light). Hammer finds and
playes them ok, but in game I couldn't hear them until I packed them into .bsp with Pakrat. So I didn't rebuiled
sound cash (I just didn't know I should) and I don't think anyone who played the map did it, but the lines played for them allright.I'm not entirely sure what the cache does, but if it says "this file is a song" it will still find the file, because it's still in the same (overwritten) location. If you add a new sound the cache needs to know which files are sounds again so you will need to re-build the cache.
Well, I must say something has changed.
In my last map Hard Light I used some Portal 1 glados lines. May be there is a better way, but I used it as custom
sounds (extracted .waw files from portal 1 .gcf, placed them in portal2/sound/hard_light). Hammer finds and
playes them ok, but in game I couldn't hear them until I packed them into .bsp with Pakrat. So I didn't rebuiled
sound cash (I just didn't know I should) and I don't think anyone who played the map did it, but the lines played for them allright.
I'm not entirely sure what the cache does, but if it says "this file is a song" it will still find the file, because it's still in the same (overwritten) location. If you add a new sound the cache needs to know which files are sounds again so you will need to re-build the cache.
Quote from FelixGriffin on June 8, 2012, 1:26 pmThe cache holds the first 150 ms of each sound. Instead of loading all the files at once, that little bit should be long enough that it can load the rest once it starts playing.
The cache holds the first 150 ms of each sound. Instead of loading all the files at once, that little bit should be long enough that it can load the rest once it starts playing.
Quote from Fracture on June 8, 2012, 3:05 pmthis is all one big headache to me @_@
I dont even know how to use VPK
this is all one big headache to me @_@
I dont even know how to use VPK
Quote from Lpfreaky90 on June 8, 2012, 3:30 pmJust read my post, and use vpk.exe in the portal 2/bin folder to create a vpk
Just read my post, and use vpk.exe in the portal 2/bin folder to create a vpk
Quote from Fracture on June 9, 2012, 1:33 amhttps://developer.valvesoftware.com/wik ... ng_the_VPK
I dont understand what they want to me to do on number 2
https://developer.valvesoftware.com/wik ... ng_the_VPK
I dont understand what they want to me to do on number 2
Quote from Lpfreaky90 on June 9, 2012, 5:31 amFracture wrote:https://developer.valvesoftware.com/wiki/Releasing_A_Portal_2_Map#Creating_the_VPK
I dont understand what they want to me to do on number 2simple if you want a texture, you place them in portal 2/portal2/materials/<<stuff>>
If you want them in a vpk:
create a materials folder and then put the texture in the correct locationexample:
portal 2/portal2/materials/lp/test.vmf should also go into
materials/lp/test.vmf in the vpk.same for sounds
sounds/lp/test.wav should go to sounds/lp/test.wav in the vpk too.
I dont understand what they want to me to do on number 2
simple if you want a texture, you place them in portal 2/portal2/materials/<<stuff>>
If you want them in a vpk:
create a materials folder and then put the texture in the correct location
example:
portal 2/portal2/materials/lp/test.vmf should also go into
materials/lp/test.vmf in the vpk.
same for sounds
sounds/lp/test.wav should go to sounds/lp/test.wav in the vpk too.
Quote from Fracture on June 9, 2012, 4:45 pmOkay i THINK I managed to cram it in there. I modified my first map for this and added the sound down in a ratman den. Let me know if it is working for you. I have a feeling I may have fudged it.
Okay i THINK I managed to cram it in there. I modified my first map for this and added the sound down in a ratman den. Let me know if it is working for you. I have a feeling I may have fudged it.
Quote from falconfetus8 on June 12, 2012, 7:07 pmIs there any way to do that that's compatible with the steam workshop?
Is there any way to do that that's compatible with the steam workshop?
Quote from spongylover123 on June 12, 2012, 7:11 pmpack it in the bsp. using pakrat or bspzip.
https://developer.valvesoftware.com/wiki/BSPZIP
https://developer.valvesoftware.com/wiki/Pakrat
pack it in the bsp. using pakrat or bspzip.
https://developer.valvesoftware.com/wiki/BSPZIP
https://developer.valvesoftware.com/wiki/Pakrat