Putting Portal sounds in custom soundscripts?
Quote from Portalboat on October 18, 2008, 4:17 pmHow 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?
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?
Quote from Mek on October 19, 2008, 5:30 amdo 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: Select all
// 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
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: Select all
// 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
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from Portalboat on October 19, 2008, 11:30 amyeah, 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.
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.