Ns Door Sounds?

PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
Is there something I'm doing wrong here? I'm an experienced half life mapper, but with ns door sounds, in the official maps, they have their own sounds not the half life ones. But when I make a door, the drop down sounds are the half life ones, not the ns ones. What am I doing wrong here? XD

Comments

  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    The dropdpwn menu is the same, the names are the same, but the sounds are not.
    The old vanilla halflife sounds where replaced with new ns specific ones. But they simply replaced the old ones with new ones, instead of keeping the old ones and creating additional new ones.
    Ah well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Well mine remain the original half life sounds. Anyone have any suggestions as to what I'm doing wrong?
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Bump. Please guys this is spoiling the fun of mapping <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    edited December 2009
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    my experience has been similar to yours, that the door sounds are in fact the default hl ones. there is an easy work around for this problem. it does incease teh number of entites used. essentially you have three parts

    a button or trigger of some type which triggers "door"

    a door named "door" which moves for say three seconds

    and a three second long sound named "door"

    and bingo you have a sweet sounding door. i believe that there is even a folder of door sounds in your nsp/sounds directory but as i no longer own a pc its a little difficult ot verify. any way i hope that puts you on the right heading.
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    eah that would work quite well. I will use that if I cannot fix this, but can anyone explain why the sounds haven't changed in the first place? I checked the fgd, it's the latest one.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Not all door sounds are changed
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Sorry if I'm not understanding the problem quite right, but here's the deal:

    The names of the sounds in the .fgd have not been changed, but the sound files *have*. So if you choose the first sound in the pulldown list and play the map in HL, you'll get the original sound, but if you play it in NS then you'll get NS's sound for the same 'slot'. The only problem is that the .fgd hasn't been modified to update the description of the sounds (and so they remain the same as Half-Lifes).

    If you want to find the right sound to use, you could make a test map with say 6 doors all with different open/close sounds, and then try opening them all out and see which one you like.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I think in nsp/sounds/doors/ there are some sounds, like doormove1.wav or doorclose3.wav or similar. Check them out and see if there's any that you like.
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