[mwip] Distant Sounds For Models
Vash_Fourty_Five_Lc
Join Date: 2003-06-01 Member: 16913Members
<div class="IPBDescription">Something a little new...</div> Hello, this is my first official contrabution to the NS community, and as such I'm trying to make it my best. This little idea here is a little something borrowed from DoD that was cooked up by the "Models, Skins and Animations" custom guys on the DoD forums. Now explaining all this might take awhile and I just woke up, so grab a cup of coco and strap in.
Okay, first off, what the heck am I talking about in my topic title. Well, what I am basically laying out here is the ability to a degree, here gunfire off in the distance from your teammates etc. Here a pitched battle around the corner or up in the vents as a HMG rips into a pack of skulks. Thats the basis. Now some background about this concept.
First off, we all know the HL engine is quite dated, yet we still manage to pull out so much innovative little tricks to keep it alive. Well, by now one of the things that we should all know about is it's pitifully short area the engine uses to send out gunfire sounds etc. You have to be in this small area to hear the sounds of someone else shooting, or you hear nothing. Now the developers of a mod can easily boost this area larger, heck they could make that area stretch from one team's spawn to the next. But this would create mucho lag. As it is, each player has an area around him where he sends out sounds he makes. Anyone within this area receives sounds played by that first person and hears it on his/her comp. Now comes the obviosu part. If EVERYONE's area of sound was extended to the far reaches of a map, what happens when EVERYONE deciedes to fire at once? Every single person would be sending out the signal that a sound has been fired to EVERYONE and receiving a signal that a sound has been fired from EVERYONE. Not very good on the old server, or your own comp for that matter. Soooooo..... that leaves us with the seemingly 20 feet or less area of sound left in almost all mods. Now on to the concept at hand.
On the DoD forums, doing the roaring days of Beta 3.1, while we waited for the much anticipated, highly salviated over 1.0 version the "Models, Skins and Animations" community was forced to go great lengths to keep us sane during the loooong hiatus. Many genius things implemented included creating our own 3rd person muzzleflashes on player models, many many custom animations to elaborate upon standard models, and one of the most noticeable in the last days of 3.1, the ability to hear gunfire from far away, or "distant sounds." Now we get into the nitty gritty. Essentially, a few in the MSA community found a way to use a little "bug" that has been well known about for .qc editing for awhile now to our advantage. Now for all concerned, .qc file editing means you modify the little typed up file that is deep within the recesses of a compiled model and basically orders it what to do and how to become a model. This "bug" concerns the oh so lovely Event 5004 line that has proved to be basically useless. If you don't know, Event 5004 is basically the event that if placed in a model correctly, tells it to play a sound at whenever you designate. The only problem, Event 5004 plays sounds in the 1st person perspective, or it'll always sound like it's right next to your ears. ALWAYS. No matter the distance, a player model that is suppose to have a coughing sound will always sound like he's coughing in your ear, be he right next to your or all the way on the other side of the map. Bad, very bad. However, there is the much sought after Event 1004 to save the day! Event 1004 plays sounds in the worldly perspective, or in other words properly fades a sound for distance and such! Yay we've got a winner! Except...despite the SDK files from Valve... Event 1004 doesn't....exist. Oh, their bad. Apparently they sorta forgot to implement it in... Which leaves us back at step one of .qc file editing. Which leaves us to the gradual build up of the concept.
Some members in the community finally figured a use for the useless Event 5004. After others attached it to the various "idle" animations of a player model in DoD, including coughing, scratching, etc., and seeing how it played these sounds at the same volume no matter the distance from the person, an idea was borne. Attach the event to the weapon firing animations of the .qc file and have them play the weapon sound. Or better yet, have them play a quieter version of the sound. So when someone fires their M-1 Garand off in the distance, you hear a quiter pop of the sound, and it gives it the illusion of hearing the sound from far off! The concept was immediately implemented in many models, and when DoD 1.0 retail came out, I took it upon myself to revive it and update it for 1.0 (Took a slightly different method with the new re-vamps) The only bad part about this, is that you can only hear the sounds from models that are rendered. In other words, the person who is firing needs to be in YOUR general eyesight, or in the COMPUTER's general eyesight. (i.e. around the corner, forcing the comp to render him/her) Now this windy trip down memory lane crash-lands here in the NS community, and wth this all means to you.
I thought about the idea and figured I could implement it into NS for the Marine's weapons. Well, lo and behold I could. A quick fix and it's all good. No more crawling up the corridor as a Skulk, have a Marine pop up down the corridor and suddenly be rained upon by silent bullets, only to hear the richocets. Now you can actually hear him hammering into you with that LMG. As such, this is an incrediably small .qc file fix, so I'll post the edited .qc files here and the default weapon sounds re-vamped to fit the "distant" bill. Now I know that many of you may not even know WTH .qc files are let alone decompile to get them, let alone recompile to use them, and I really don't want to get into it now. So right now this fix will really go appreciated by those who can use it, as I have nowhere to upload the actual player models for d/l. So this is sorta a halfway release of sorts, if anyone can please help me to host then I'll put up a full release thread. Also, again this is for the default Marine models and default sounds, if anyone wishes to modify their own custom models/sounds, then I will be more than happy to accamodate, my AIM name is PrecisionGarand, catch me online and I'll whip these up for you quick. Oh yes, also a note on the sounds, they go into your Natural Seletion folder, sounds, and then CREATE a new folder called "distant" and drop them in there. Sorry for the incompleteness, if and when someone is kind enough to host, a full zip will be ready. So to make sure, your directory for the sonds should be "ns\sound\distant" Ah yes... and the credits...
Full credit goes to "The Podunkian" from the DoD message boards..your idea dude...allll you.....
And to the NS Dev Team for the default player models and sounds.
Enjoy...expect a little experiment on modifying muzzleflashes to be more 3D soon...
Okay, first off, what the heck am I talking about in my topic title. Well, what I am basically laying out here is the ability to a degree, here gunfire off in the distance from your teammates etc. Here a pitched battle around the corner or up in the vents as a HMG rips into a pack of skulks. Thats the basis. Now some background about this concept.
First off, we all know the HL engine is quite dated, yet we still manage to pull out so much innovative little tricks to keep it alive. Well, by now one of the things that we should all know about is it's pitifully short area the engine uses to send out gunfire sounds etc. You have to be in this small area to hear the sounds of someone else shooting, or you hear nothing. Now the developers of a mod can easily boost this area larger, heck they could make that area stretch from one team's spawn to the next. But this would create mucho lag. As it is, each player has an area around him where he sends out sounds he makes. Anyone within this area receives sounds played by that first person and hears it on his/her comp. Now comes the obviosu part. If EVERYONE's area of sound was extended to the far reaches of a map, what happens when EVERYONE deciedes to fire at once? Every single person would be sending out the signal that a sound has been fired to EVERYONE and receiving a signal that a sound has been fired from EVERYONE. Not very good on the old server, or your own comp for that matter. Soooooo..... that leaves us with the seemingly 20 feet or less area of sound left in almost all mods. Now on to the concept at hand.
On the DoD forums, doing the roaring days of Beta 3.1, while we waited for the much anticipated, highly salviated over 1.0 version the "Models, Skins and Animations" community was forced to go great lengths to keep us sane during the loooong hiatus. Many genius things implemented included creating our own 3rd person muzzleflashes on player models, many many custom animations to elaborate upon standard models, and one of the most noticeable in the last days of 3.1, the ability to hear gunfire from far away, or "distant sounds." Now we get into the nitty gritty. Essentially, a few in the MSA community found a way to use a little "bug" that has been well known about for .qc editing for awhile now to our advantage. Now for all concerned, .qc file editing means you modify the little typed up file that is deep within the recesses of a compiled model and basically orders it what to do and how to become a model. This "bug" concerns the oh so lovely Event 5004 line that has proved to be basically useless. If you don't know, Event 5004 is basically the event that if placed in a model correctly, tells it to play a sound at whenever you designate. The only problem, Event 5004 plays sounds in the 1st person perspective, or it'll always sound like it's right next to your ears. ALWAYS. No matter the distance, a player model that is suppose to have a coughing sound will always sound like he's coughing in your ear, be he right next to your or all the way on the other side of the map. Bad, very bad. However, there is the much sought after Event 1004 to save the day! Event 1004 plays sounds in the worldly perspective, or in other words properly fades a sound for distance and such! Yay we've got a winner! Except...despite the SDK files from Valve... Event 1004 doesn't....exist. Oh, their bad. Apparently they sorta forgot to implement it in... Which leaves us back at step one of .qc file editing. Which leaves us to the gradual build up of the concept.
Some members in the community finally figured a use for the useless Event 5004. After others attached it to the various "idle" animations of a player model in DoD, including coughing, scratching, etc., and seeing how it played these sounds at the same volume no matter the distance from the person, an idea was borne. Attach the event to the weapon firing animations of the .qc file and have them play the weapon sound. Or better yet, have them play a quieter version of the sound. So when someone fires their M-1 Garand off in the distance, you hear a quiter pop of the sound, and it gives it the illusion of hearing the sound from far off! The concept was immediately implemented in many models, and when DoD 1.0 retail came out, I took it upon myself to revive it and update it for 1.0 (Took a slightly different method with the new re-vamps) The only bad part about this, is that you can only hear the sounds from models that are rendered. In other words, the person who is firing needs to be in YOUR general eyesight, or in the COMPUTER's general eyesight. (i.e. around the corner, forcing the comp to render him/her) Now this windy trip down memory lane crash-lands here in the NS community, and wth this all means to you.
I thought about the idea and figured I could implement it into NS for the Marine's weapons. Well, lo and behold I could. A quick fix and it's all good. No more crawling up the corridor as a Skulk, have a Marine pop up down the corridor and suddenly be rained upon by silent bullets, only to hear the richocets. Now you can actually hear him hammering into you with that LMG. As such, this is an incrediably small .qc file fix, so I'll post the edited .qc files here and the default weapon sounds re-vamped to fit the "distant" bill. Now I know that many of you may not even know WTH .qc files are let alone decompile to get them, let alone recompile to use them, and I really don't want to get into it now. So right now this fix will really go appreciated by those who can use it, as I have nowhere to upload the actual player models for d/l. So this is sorta a halfway release of sorts, if anyone can please help me to host then I'll put up a full release thread. Also, again this is for the default Marine models and default sounds, if anyone wishes to modify their own custom models/sounds, then I will be more than happy to accamodate, my AIM name is PrecisionGarand, catch me online and I'll whip these up for you quick. Oh yes, also a note on the sounds, they go into your Natural Seletion folder, sounds, and then CREATE a new folder called "distant" and drop them in there. Sorry for the incompleteness, if and when someone is kind enough to host, a full zip will be ready. So to make sure, your directory for the sonds should be "ns\sound\distant" Ah yes... and the credits...
Full credit goes to "The Podunkian" from the DoD message boards..your idea dude...allll you.....
And to the NS Dev Team for the default player models and sounds.
Enjoy...expect a little experiment on modifying muzzleflashes to be more 3D soon...
Comments
edit woops i didnt see the release. post too quick.
edit read it again. Got it now.... So all i have to do recompile the models with the new .qc's and replace the models?
So I went to the grocery store and there I met Bill, Bill is a stubborn chap. This one time he wouldn't hop off his chair, and I told him to hop off. That was a nice chair, he bought it from Ikea...Where was I, oh yeah...
Good job, man! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Sid
could be bothered reading 3500words
Maybe that has something to do with it?
could be bothered reading 3500words <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
So why post? No one cares if you were too lazy to read it, keep it to your self.
Worth a try, at least.