Raze's, mapping tip #2
Environmental sounds.
The following is based upon previous knowledge of rfa editing.
It may not be exact or miss some things since I did write
this off the top of my head with some cut and paste. I hope
this helps you create you sound paths.
Following example creates...
Shoreline water effect.
Needed,
Battlecraft
Spreadsheet program (I used excel)
First off I created the custom object for battlecraft so I
could use it again in the future with greater ease.
Go to your battlecraft folder and find the file bfv.lst.
Open this file with notepad and at the end under effects add
the line.
shoreline=StandardMesh(0_CL_box01_m1)
close, saving bfv.lst
Open your map with battlecraft.
OK here is the busy part.
First find a starting point for your water sound effect. This
point will be the reference point from now on. Once you
figure it out, we need to create a connect-the-dots for the
water sound. To do so, place your shoreline object on the map
where you have decided was the starting point. Then keep
placing copies of this shoreline object in various points,
think of connecting the dots. Below is an example of
placements of the objects. They should create a connect the
dots pattern around your water. While placing these objects
write down the X and Z coordinates of each object in order.
Lets say the above points have the following x/z coordinates
1) 300/475
2) 300/325
3) 100/300
4) 100/100
5) 350/85
6) 350/25
7) 450/50
8) 425/274
9) 350/325
10) 350/475
Once you get all these coordinates, you can delete objects
2-10 but leave object #1. You need this for the reference
point.
Now for the hard part.
You need to convert all these points into point in conjunction
to the starting point. To do this you must subtract the
starting point from the next coordinates. See below.
basically point 1 is 300-300/475-475 or 0/0
point 2 would be 300-300/325-475 or 0/-150
point 3 would be 100-300/300-475 or -200/-175
.
.
.
basically x-300/z-475 in this example.
and so on though 10.
That part is now complete. Keep these new coordinate handy.
Edit the mapname/init.con and take out the rem on the line.
rem run Sounds/Environment
this will allow our soundpath to work.
Now we need the file sounds/environment.con
create a text file called environment.con with the following
line inserted.
run shoreline
Now we need the file sounds/shoreline.con
create a text file called shoreline.con with the following
lines inserted. Please note this is where the new cooridinate
we calculated go.
rem *** shoreline ***
ObjectTemplate.create AreaObject shoreline
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.triggerRadius 20
ObjectTemplate.loadSoundScript shoreline.ssc
ObjectTemplate.addLinePoint 0/0
ObjectTemplate.addLinePoint 0/-150
ObjectTemplate.addLinePoint -200/-175
.
.
.
and so on.
Now we need the file sounds/shoreline.ssc
create a text file called shoreline.ssc with the following
lines inserted. Please note I am calling default BFV sounds.
#templateLevel HIGH
newPatch
######################
### Bridge Ambient ###
######################
load @ROOT/Sound/@RTD/river.wav
loop
minDistance 5
volume .5
##############################################################
##
#templateLevel MEDIUM
newPatch
######################
### Bridge Ambient ###
######################
load @ROOT/Sound/@RTD/lake.wav
loop
minDistance 15
volume .5
*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 20
param 50
param 1
param -1
endEffect
With the 3 files environment.con, shoreline.con, and
shoreline.ssc created, insert them into your map in the sounds
folder. Please note it is sounds, not sound.
That's it. Along the line if you connect the dots, should play
the sounds specified.
Environmental sounds.
The following is based upon previous knowledge of rfa editing.
It may not be exact or miss some things since I did write
this off the top of my head with some cut and paste. I hope
this helps you create you sound paths.
Following example creates...
Shoreline water effect.
Needed,
Battlecraft
Spreadsheet program (I used excel)
First off I created the custom object for battlecraft so I
could use it again in the future with greater ease.
Go to your battlecraft folder and find the file bfv.lst.
Open this file with notepad and at the end under effects add
the line.
shoreline=StandardMesh(0_CL_box01_m1)
close, saving bfv.lst
Open your map with battlecraft.
OK here is the busy part.
First find a starting point for your water sound effect. This
point will be the reference point from now on. Once you
figure it out, we need to create a connect-the-dots for the
water sound. To do so, place your shoreline object on the map
where you have decided was the starting point. Then keep
placing copies of this shoreline object in various points,
think of connecting the dots. Below is an example of
placements of the objects. They should create a connect the
dots pattern around your water. While placing these objects
write down the X and Z coordinates of each object in order.
Lets say the above points have the following x/z coordinates
1) 300/475
2) 300/325
3) 100/300
4) 100/100
5) 350/85
6) 350/25
7) 450/50
8) 425/274
9) 350/325
10) 350/475
Once you get all these coordinates, you can delete objects
2-10 but leave object #1. You need this for the reference
point.
Now for the hard part.
You need to convert all these points into point in conjunction
to the starting point. To do this you must subtract the
starting point from the next coordinates. See below.
basically point 1 is 300-300/475-475 or 0/0
point 2 would be 300-300/325-475 or 0/-150
point 3 would be 100-300/300-475 or -200/-175
.
.
.
basically x-300/z-475 in this example.
and so on though 10.
That part is now complete. Keep these new coordinate handy.
Edit the mapname/init.con and take out the rem on the line.
rem run Sounds/Environment
this will allow our soundpath to work.
Now we need the file sounds/environment.con
create a text file called environment.con with the following
line inserted.
run shoreline
Now we need the file sounds/shoreline.con
create a text file called shoreline.con with the following
lines inserted. Please note this is where the new cooridinate
we calculated go.
rem *** shoreline ***
ObjectTemplate.create AreaObject shoreline
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.triggerRadius 20
ObjectTemplate.loadSoundScript shoreline.ssc
ObjectTemplate.addLinePoint 0/0
ObjectTemplate.addLinePoint 0/-150
ObjectTemplate.addLinePoint -200/-175
.
.
.
and so on.
Now we need the file sounds/shoreline.ssc
create a text file called shoreline.ssc with the following
lines inserted. Please note I am calling default BFV sounds.
#templateLevel HIGH
newPatch
######################
### Bridge Ambient ###
######################
load @ROOT/Sound/@RTD/river.wav
loop
minDistance 5
volume .5
##############################################################
##
#templateLevel MEDIUM
newPatch
######################
### Bridge Ambient ###
######################
load @ROOT/Sound/@RTD/lake.wav
loop
minDistance 15
volume .5
*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 20
param 50
param 1
param -1
endEffect
With the 3 files environment.con, shoreline.con, and
shoreline.ssc created, insert them into your map in the sounds
folder. Please note it is sounds, not sound.
That's it. Along the line if you connect the dots, should play
the sounds specified.