Mapping Help


(sl0wr0ck) #1

Hi,

wanted to put some sounds in my map but don’t know how xD

I know how to add ambient sounds…like…war.wav and other but I want to make…

  1. …my own sound…(I tryed but it didnt work)
  2. …moving sounds…like airplane flyes around and sound is moving with it.
  3. …swichable sounds…like a radio you can shut down (ingame) and make sound again)
  4. …a place when you stand there you ACTIVATE the sound.
  5. When a door blows up then the (alarm) sound keeps going on… (like in supply depot for example)

I asked in another topic how to do a obj that pushes you in air, but i tryed to do it and i failed…
6) Could someone tell me how exactly should I make this work (I tryed target_push targeting info_notnull and many other ways…it didn’t work…what am i doing wrong?)

Thank you!


(Miki) #2
  1. Your own sounds need to be in a certain format. Don’t know it out of my head, but I think its 22 k mono. You’ll need someone else to tell you the exact format, and then you’ll need a music converter.

  2. If you want a moving sound, you’ll need to attach the sound to a script_mover. (Like a tank, tank moves, sound moves with it.)

  3. There is a tutorial for that out there, (http://www.pythononline.co.uk/et/tutorial.htm) Don’t know witch one, but I really think there’s one there. Anyway, there is a tutorial about ‘ambient’ sounds there too.

  4. This is around the same as 3, only in 3 you’ll have a func_invisible_user, and in 4 you’ll have a trigger_multiple.

  5. This is in the script file, don’t know exactly anymore. You’ll need a speaker in your map, make sure ‘start_on’ is off, and then give it a targetname, an din your script its something like 'playloop targetname ’ but again, i’m not sure.

  6. You need a trigger (common/trigger) block. Then, give it a target : push_off. put a target_push in your map, giving it a targetname of push_off, and a target of pushoff1. Then put a info_null to the place you want the guy to fly too. (eg top of the ledge) and give it targetname pushoff1.


(twt_thunder) #3

if you wanna make sound of your own, they’re best in wav format …download this:


it’s free and you can export wav file of almost everything :smiley:


(sl0wr0ck) #4

Many thanks!!!


(sl0wr0ck) #5

Btw, I had to give the trigger a trigger_multiple command…it didnt work otherwise…


(sl0wr0ck) #6

[QUOTE=Miki;188386]1) Your own sounds need to be in a certain format. Don’t know it out of my head, but I think its 22 k mono. You’ll need someone else to tell you the exact format, and then you’ll need a music converter.
2) If you want a moving sound, you’ll need to attach the sound to a script_mover. (Like a tank, tank moves, sound moves with it.)
3) There is a tutorial for that out there, (http://www.pythononline.co.uk/et/tutorial.htm) Don’t know witch one, but I really think there’s one there. Anyway, there is a tutorial about ‘ambient’ sounds there too.
4) This is around the same as 3, only in 3 you’ll have a func_invisible_user, and in 4 you’ll have a trigger_multiple.
5) This is in the script file, don’t know exactly anymore. You’ll need a speaker in your map, make sure ‘start_on’ is off, and then give it a targetname, an din your script its something like 'playloop targetname ’ but again, i’m not sure.

  1. You need a trigger (common/trigger) block. Then, give it a target : push_off. put a target_push in your map, giving it a targetname of push_off, and a target of pushoff1. Then put a info_null to the place you want the guy to fly too. (eg top of the ledge) and give it targetname pushoff1.[/QUOTE]

Point 3…
in that link isnt anything about sounds like i wanted them to make :smiley:


(Miki) #7

Slowrock, rather use the ‘edit’ button instead of double / triple posting.
Then try this link
http://www.wolfensteinx.com/surface/tutorials/sounds.html


(sl0wr0ck) #8

lol, will do…
Thanks for your help :slight_smile:


(Pande) #9

44100 hrz, 128kbps is preferable, mono.

To activate a sound by trigger, make a trigger brush and make it trigger_multiple and then make a target_speaker with a ‘noise’ key and a value of your sounds directory. Then link the trigger to the sound. Give the trigger a key/value of wait/<number> so as the sound doesn’t go on continually. (pause between sounds)

The alarm after a door can be done by triggering a target_speaker to the func_explosive or func_destructable or however you are blowing the door up. Make sure its got the ‘loop’ spawnflag set.


(sl0wr0ck) #10

Thanks :slight_smile:

Anyway, I also wanted to make a door, not the usual kind though…
I want to make a door which goes up when you push a trigger (button, swich…anything)
And also go down (same conditions)
The doors can also open to left’n’right

Thank You!


(Pande) #11

left and right aswell? Without scripting thats not possible but with entities, make the door and make sure ‘toggle’ spawnflag is set and then link a trigger multiple to it. Make sure the trigger multiple has the appropriate ‘player_use’ spawnflag.


(sl0wr0ck) #12

lol, scripting is ok, just want to know how to make it work :stuck_out_tongue:
Btw, is there a source of MAP files somewhere, couse I wanted to study some maps a bit :smiley:
(i have the offical maps - but they are too complicate) How about maps like supply depot etc (just an example :stuck_out_tongue: )
Anyone? :smiley:


(sl0wr0ck) #13

Hmm, have been thinking on making my map as a night map and it must be dark :stuck_out_tongue:
Can you ppl help me? What sky to use and how to do it best and also, how to creaate lights that don’t cast those TOTALLY black shades, couse i’ve seen some maps that have like good lightning in tunnels and lights and non of the spots are totally black but rooms have some darker spots, what shall i do?
Also reply on previous question pls :smiley:

Thank you !!!


(aaa3) #14

read tutorials for the beginners instead of asking this questions. and if you dont know where are mapping tutes, use your eye (sticky?!), and/or your fingers (google+forum search) too. this doesnt even require a brain :slight_smile:


(sl0wr0ck) #15

lol, google knows less then u guys :smiley:


(Qualmi) #16

hm…about the door. dunno what is all possible with the entity func_door. you want to do it with scripts ? you must know how to move things. take a look in some scriptingtuts and also take a look in some mover stuff.

scripting stuff - mover stuff

but take your time. this will take you some days to really handle it from mind.

about the light stuff. holy #!d*!+** :slight_smile: im noob in this too. ok, not really noob, but i sux at this :smiley: maybe look at the source files. this helped me a bit.


(sl0wr0ck) #17

I got the door scripting now, kinda easy with door what opens to 1 side with mover script, but was harder to do a metal base door that moves to 2 sides and doesnt close automatically and the swich goes up and down :smiley:
But thanks for help!!!
Didn’t get the light thing myself yet tho xD


(stealth6) #18

for the lighting use some ambient but really low, for basic lighting, then the transition between other lights and places where there is no light looks better

Then just add lights here and there to emphasize certain bits, or to set the mood.

Could you clarify what you want your door to do?
Now you said you need a door that moves up down left and right when you press a button… What?!


(sl0wr0ck) #19

I added the tutorial as a attachment!


(TomTom7777) #20

Dude you need a new site. FileFront will be closed tomorrow for good! Back it up!