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alright, I need some help.


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I'm trying to make the M14A1.

It's exactly like the M14 except it's full auto.

I've skinned it.

I've altered the unit file.

I'm having severe issues with the object files.

If I try to use my textures with object xmls that I've edited, nothing works.

I know that I'm messing up the file edits somewhere, but a guide would be helpful.

Thanks,

Dragon[THC]

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to make it full auto make sure you go to

strings:inventory

lib/managers/xml/weapon_data.xml

go in strings/inventory.xml and make sure the m14 sais "SA FA"

go in weapon_data.xml and make sure that m14 node sais firemode "SA FA"

and if you already know whats up with unit xml than you should be straight, its pretty self explan.

usually in the units xml its a number that lets the game know which set of firemodes it has usually its like

1 for SA 2 for SA FA and 3 for SA FA 3RB

if you have anymore questions post em.

If it is a existing weapon you dont need a objects folder, use your textures in a textures folder.

Make a textures folder saying textures/atlas_weapons/ m14a1/ diffuse_set0/diffuse/ and inside diffuse is where your atlas.dds or m14a1_df is what the texture file should say.

Say you edited the texture file. it had to of came from the textures section.

Just do that and put down m14a1_df

Edited by sniggle666
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I've done all that.

I just don't know what to change in the files so that it works.

lemme try again.

The sound portion is way confusing.

There are so many steps involved, it's hard to say where you went wrong. You can try following this tutorial:

weapon tutorial

I find the best way to get any weapon into the game is to start by duplicating an existing weapons directory structure and files, but change the names. This also means you have to change lots of text in the xmls. It's tedious, but once you get it all done with a duplicate weapon working in game, then you can begin changing things or adding a different 3d model.

Going about it by just adding things is prone to lots of errors since you have no idea why the game would be crashing in the first place.

Edited by Brettzies
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yea, the duplicating part is where I'm screwing up. :blush:

It seems every time I alter the text in the xmls, stuff stops working right.

at any rate, do you know what tools I need to add sounds to the game?

I now that the sounds are stored in a riff/wav bank.

other than that, I don't know what tools to use. I am a sound engineer :huh: oddly enough.

Its not every day you come across a riff/wav bank.

the xmls for the sound files are not that confusing, just impossible to do without some sort of tools.

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Sound is another tricky thing. But, once you understand it, it's not so bad. I haven't put down everything I've learned over the past few months into some kind of "clearl" illustrated how-to, but I will in the future.

Basically, it's another duplicate and rename/edit trick. The best thing to do is look at my graw1 mod in the sound dir. Start poking around the dirs and xmls and you'll get the idea. There's a program called Cool Edit that will let you open and play with wave files. You will not be able to open the compressed Grin wave ".banks," but you can tell the game to use individual wav files instead of the compiled ones.

sound/settings.xml-if you're adding a new weapon, you need to add lines to this. If you're just changing a weapon's sounds, you can leave it alone. Still a good idea to put it in your mod dir though.

sound/weapons/scar556 - example

-inside this dir you'll have all the files you need to edit minus new .wav files. Once you add new .wav files, you'll have to edit the scar556_wave.xml, scar556_wave_3rd.xml, and scar556_wave_share.xml to point to the new .wavs for gunshots, etc. You shouldn't have to edit the scar556_sound.xml or scar556_sound_3rd.xml. However, if you're making a new weapon it's a good idea to name things properly. In which case, you'll have to edit many xmls and parts to correspond to your sounds.

Here are two examples. One of the scar556 sounds and one of the mk12 SPR sounds. Copy and paste the code into a text editor so you can see the full line width without text wrap. You will quickly be able to see where I've changed things: <click for image>

scar_556_wave.xml

<?xml version="1.0" encoding="iso-8859-1"?>

<wavebank name="scar556_wave" dir="data/sound/weapons/scar556" size_before="4211074" size="2711580" compression="64 %" xmlns:xi="x">

	<wave name="scar556_1shot_stereo01" file="scarL_v1.wav"/>

	<wave name="scar556_1shot_stereo02" file="scarL_v1.wav"/>

	<wave name="scar556_1shot_stereo03" file="scarL_v1.wav"/>

	<wave name="scar556_1shot_stereo04" file="scarL_v1.wav"/>

	<wave name="scar556_1shot_sd_stereo01" file="scar556_1shot_sd_stereo01.wav" quality="44100 adpcm" size_before="176638" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1059288"/>

	<wave name="scar556_1shot_sd_stereo02" file="scar556_1shot_sd_stereo02.wav" quality="44100 adpcm" size_before="176606" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1109016"/>

	<wave name="scar556_1shot_sd_stereo03" file="scar556_1shot_sd_stereo03.wav" quality="44100 adpcm" size_before="176606" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1158744"/>

	<wave name="scar556_1shot_sd_stereo04" file="scar556_1shot_sd_stereo04.wav" quality="44100 adpcm" size_before="176606" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1208472"/>

	<wave name="scar556_loop_stereo01" file="scarL_v1_loop.wav"/>

	<wave name="scar556_loop_sd_stereo01" file="scar556_loop_sd_stereo01.wav" quality="44100 adpcm" size_before="298926" size="83856" compression="28 %" bank="scar556_wave.bank" offset="1557066"/>

	<wave name="scar556_end_sd_stereo01" file="scar556_end_sd_stereo01.wav" file_priority="highest" quality="44100 adpcm" size_before="144094" size="40584" compression="28 %" bank="scar556_wave.bank" offset="1640922"/>

	<wave name="scar556_end_sd_stereo02" file="scar556_end_sd_stereo02.wav" file_priority="highest" quality="44100 adpcm" size_before="144094" size="40584" compression="28 %" bank="scar556_wave.bank" offset="1681506"/>

	<wave name="scar556_end_stereo01" file="scarL_v1_end.wav"/>

	<wave name="scar556_end_stereo02" file="scarL_v1_end.wav"/>

	<wave name="scar556_end_stereo03" file="scarL_v1_end.wav"/>

	<wave name="scar556_end_stereo04" file="scarL_v1_end.wav"/>

	<wave name="scar556_magslide_out01" file="scar556_magslide_out01.wav" quality="44100 adpcm" size_before="22212" size="6180" compression="27 %" bank="scar556_wave.bank" offset="2591172"/>

	<wave name="scar556_mag_secure01" file="scar556_mag_secure01.wav" quality="44100 adpcm" size_before="17802" size="4956" compression="27 %" bank="scar556_wave.bank" offset="2597352"/>

	<wave name="scar556_mag_secure02" file="scar556_mag_secure02.wav" quality="44100 adpcm" size_before="17802" size="4956" compression="27 %" bank="scar556_wave.bank" offset="2602308"/>

	<wave name="scar556_mag_grab01" file="scar556_mag_grab01.wav" quality="22050 adpcm" size_before="31044" size="4344" compression="13 %" bank="scar556_wave.bank" offset="2607264"/>

	<wave name="scar556_magslide_in01" file="scar556_magslide_in01.wav" quality="44100 adpcm" size_before="17834" size="4992" compression="27 %" bank="scar556_wave.bank" offset="2611608"/>

	<wave name="scar556_magslide_in02" file="scar556_magslide_in02.wav" quality="44100 adpcm" size_before="17834" size="4992" compression="27 %" bank="scar556_wave.bank" offset="2616600"/>

	<wave name="scar556_unequip01" file="scar556_unequip01.wav" quality="22050 adpcm" size_before="66358" size="9240" compression="13 %" bank="scar556_wave.bank" offset="2621592"/>

	<wave name="scar556_loosen01" file="scar556_loosen01.wav" quality="22050 adpcm" size_before="44274" size="6180" compression="13 %" bank="scar556_wave.bank" offset="2630832"/>

	<wave name="scar556_end_stereo01" file="scarL_v1_end.wav"/>

</wavebank>
bp_mk12v1_wave.xml
<?xml version="1.0" encoding="iso-8859-1"?>

<wavebank name="bp_mk12v1_wave" dir="data/sound/weapons/bp_mk12v1" size_before="4211074" size="2711580" compression="64 %" xmlns:xi="x">

	<wave name="bp_mk12v1_1shot_stereo01" file="mk12_v1.wav"/>

	<wave name="bp_mk12v1_1shot_stereo02" file="mk12_v2.wav"/>

	<wave name="bp_mk12v1_1shot_stereo03" file="mk12_v3.wav"/>

	<wave name="bp_mk12v1_1shot_stereo04" file="scar556_1shot_stereo04.wav" quality="uncompressed" size_before="264838" size="264838" compression="100 %" bank="scar556_wave.bank" offset="794450"/>

	<wave name="bp_mk12v1_1shot_sd_stereo01" file="mk12_sd_v1.wav"/>

	<wave name="bp_mk12v1_1shot_sd_stereo02" file="scar556_1shot_sd_stereo02.wav" quality="44100 adpcm" size_before="176606" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1109016"/>

	<wave name="bp_mk12v1_1shot_sd_stereo03" file="scar556_1shot_sd_stereo03.wav" quality="44100 adpcm" size_before="176606" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1158744"/>

	<wave name="bp_mk12v1_1shot_sd_stereo04" file="scar556_1shot_sd_stereo04.wav" quality="44100 adpcm" size_before="176606" size="49728" compression="28 %" bank="scar556_wave.bank" offset="1208472"/>

	<wave name="bp_mk12v1_loop_stereo01" file="m4a1_loop_v1.wav"/>

	<wave name="bp_mk12v1_loop_sd_stereo01" file="m4a1_sd_loop_v1.wav"/>

	<wave name="bp_mk12v1_end_sd_stereo01" file="m4a1_sd_loop_v1_end.wav" file_priority="highest" />

	<wave name="bp_mk12v1_end_sd_stereo02" file="scar556_end_sd_stereo02.wav" file_priority="highest" quality="44100 adpcm" size_before="144094" size="40584" compression="28 %" bank="scar556_wave.bank" offset="1681506"/>

	<wave name="bp_mk12v1_end_stereo01" file="mk12_v1_end.wav" file_priority="highest" />

	<wave name="bp_mk12v1_end_stereo02" file="mk12_v2_end.wav" file_priority="highest" />

	<wave name="bp_mk12v1_end_stereo03" file="mk12_v3_end.wav" file_priority="highest" />

	<wave name="bp_mk12v1_end_stereo04" file="scar556_end_stereo04.wav" file_priority="highest" quality="uncompressed" size_before="264838" size="264838" compression="100 %" bank="scar556_wave.bank" offset="2326334"/>

	<wave name="bp_mk12v1_magslide_out01" file="scar556_magslide_out01.wav" quality="44100 adpcm" size_before="22212" size="6180" compression="27 %" bank="scar556_wave.bank" offset="2591172"/>

	<wave name="bp_mk12v1_mag_secure01" file="scar556_mag_secure01.wav" quality="44100 adpcm" size_before="17802" size="4956" compression="27 %" bank="scar556_wave.bank" offset="2597352"/>

	<wave name="bp_mk12v1_mag_secure02" file="scar556_mag_secure02.wav" quality="44100 adpcm" size_before="17802" size="4956" compression="27 %" bank="scar556_wave.bank" offset="2602308"/>

	<wave name="bp_mk12v1_mag_grab01" file="scar556_mag_grab01.wav" quality="22050 adpcm" size_before="31044" size="4344" compression="13 %" bank="scar556_wave.bank" offset="2607264"/>

	<wave name="bp_mk12v1_magslide_in01" file="scar556_magslide_in01.wav" quality="44100 adpcm" size_before="17834" size="4992" compression="27 %" bank="scar556_wave.bank" offset="2611608"/>

	<wave name="bp_mk12v1_magslide_in02" file="scar556_magslide_in02.wav" quality="44100 adpcm" size_before="17834" size="4992" compression="27 %" bank="scar556_wave.bank" offset="2616600"/>

	<wave name="bp_mk12v1_unequip01" file="scar556_unequip01.wav" quality="22050 adpcm" size_before="66358" size="9240" compression="13 %" bank="scar556_wave.bank" offset="2621592"/>

	<wave name="bp_mk12v1_loosen01" file="scar556_loosen01.wav" quality="22050 adpcm" size_before="44274" size="6180" compression="13 %" bank="scar556_wave.bank" offset="2630832"/>

	<wave name="bp_mk12v1_end_stereo01" file="mk12_v1_end.wav" file_priority="highest" />

</wavebank>

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thanks for all that info that helps alot.

the one thing I wondered was, do I need to store my sounds in a .bank file?

and when I make a looped sound, how many times should it loop?

or should it just be a single shot looped at a good repeating break point?

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thanks for all that info that helps alot.

the one thing I wondered was, do I need to store my sounds in a .bank file?

and when I make a looped sound, how many times should it loop?

or should it just be a single shot looped at a good repeating break point?

You do not need your own .bank file, but you should put the original ones in your mod if you are drawing sounds from them such as echos, etc.

The looped sound corresponds to the fire_rate_auto. I looped it three times, but you could do it once I suppose. I might try that as I'm getting sound cut off in GRAW2. As long as the length equals the above variable or the loop is a multiple of the variable. For instance:

from the unit file:

<var name="fire_rate_auto" value="0.08333"/>

the loop .wav should be .08333 seconds in length or if you loop it 3 times, about .25 seconds in length

the end_shot.wav should start where ever you cut off the loop sound.

Edit:

I just tried it, you can have 1 sound of .08333 and it will loop properly. However, it doesn't eliminate the sound cut-off altogther. I think it's just loading the sound that first time you fire on full auto. After that it seems ok.

Edited by Brettzies
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well, since I'm making the m14a1 and the ROF is 750RPM, I was going to loop it at three rounds once every 0.00133 seconds since that's 750RPM.

what's confusing though is adding a full auto loop to a weapon that doesn't already have one.

after some research, I've discovered that the bank files are part of the XNA studio express package.

That's xbox360 sdk stuff.

I'm going to see if I can't add the wave files directly into the bank or create my own bank.

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