Game Modding | Call of Duty: Black Ops 3 | General Discussion
djluvorng:
I have had this issue for a long time.
1. I have the sounds in "signed 16bit 48000hz" format.
2. I have dtzxporter's sound plugin.
3. I have the sound ailas setup correctly as far as I am aware.
4. sound ailas correctly called in zone and .sz files
I am at a loss as to why they don't compile. I have no errors in my map yet the compiler just skips the sounds.
Any guidance would be appreciated.
RaGe-74:
I have had this issue for a long time.
1. I have the sounds in "signed 16bit 48000hz" format.
2. I have dtzxporter's sound plugin.
3. I have the sound ailas setup correctly as far as I am aware.
4. sound ailas correctly called in zone and .sz files
I am at a loss as to why they don't compile. I have no errors in my map yet the compiler just skips the sounds.
Any guidance would be appreciated.
RaGe-74:
If this tutorial helps, please mark it as answered. :)
djluvorng:
If this tutorial helps, please mark it as answered. :)
RaGe-74:
If you're going to ask for help on something, you need to specify and provide examples. You also remain polite and courteous. Yes, I read your post. I know you're frustrated..
I can help, but I need you to post up:
Sound alias file (and where in the directory structure it is)
Screenshot of how you've set up the script struct in radiant.
Zone file (and where in the directory structure it is)
SZ file (and where in the directory structure it is)
I will also need to examine one of the sound files you're having problems with. Without this information I can only make guesses, and since you didn't actually post anything up other than basically "help, i'm having problems", i tried to solve it with the information I didn't have.
djluvorng:
located in: \share\raw\sound\aliases is:
Name,Behavior,Storage,FileSpec,FileSpecSustain,FileSpecRelease,Template,Loadspec,Secondary,SustainAlias,ReleaseAlias,Bus,VolumeGroup,DuckGroup,Duck,ReverbSend,CenterSend,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMinCurve,DryMaxCurve,WetMinCurve,WetMaxCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,AmplitudePriority,PanType,Pan,Futz,Looping,RandomizeType,Probability,StartDelay,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,ContextType,ContextValue,ContextType1,ContextValue1,ContextType2,ContextValue2,ContextType3,ContextValue3,Timescale,IsMusic,IsCinematic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Compression,StopOnPlay,DopplerScale,FutzPatch,VoiceLimit,IgnoreMaxDist,NeverPlayTwice,ContinuousPan,FileSource,FileSourceSustain,FileSourceRelease,FileTarget,FileTargetSustain,FileTargetRelease,Platform,Language,OutputDevices,PlatformMask,WiiUMono,StopAlias,DistanceLpfMin,DistanceLpfMax,FacialAnimationName,RestartContextLoops,SilentInCPZ,ContextFailsafe,GPAD,GPADOnly,MuteVoice,MuteMusic,RowSourceFileName,RowSourceShortName,RowSourceLineNumber
#test_sound,,,tst\test_sound.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
thunder,,,amb\weather\thunder\clap_close\amb_lightning_close_00.wav,,,UIN_MOD,,,,,,,,,,,100,100,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# ====== NSZ Common Sounds =====,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
nsz_deny,,,_NSZ\common\deny.wav,,,UIN_MOD,,,,,,,,,0,0,100,100,0,200,200,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# ====== Kino Teleporter =======,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_teleport_2d,,,_NSZ\Kino_Tele\teleport_2d_fnt_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_top_spark,,,_NSZ\Kino_Tele\top_spark_00_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_activate_start,,,_NSZ\Kino_Tele\activate_start_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_arc_loop,,,_NSZ\Kino_Tele\arc_loop_00_l_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_beam_fx,,,_NSZ\Kino_Tele\beam_fx_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_cooldown,,,_NSZ\Kino_Tele\cooldown_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,75,75,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
kino_activate_finish,,,_NSZ\Kino_Tele\activate_finish_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#thunder,,,amb\weather\thunder\clap_close\amb_lightning_close_00.wav,,,UIN_MOD,,,,,,,,,,,100,100,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#plane_down,,,custom_stuff\plane\plane_down.wav,,,UIN_MOD,,,,,,,,,0,0,100,100,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#a7x_nightmare,,,custom_stuff\bo1_sound_effects\a7x_nightmare.wav,,,UIN_MOD,,,,,BUS_MUSIC,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
funny,,,custom_stuff\feedback_kill_bowie_04_PCM_fix.wav,,,UIN_MOD,,,,,BUS_VOICE,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
spray,,,custom_stuff\spray_00_l_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,LOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
metal,,,custom_stuff\metal_sound.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,100,100,,,,,,,,,,,,,,,,3d,front,,LOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,YES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
located in: \usermaps\zm_lot_3\zone_source is:
>class,zm_mod_level
>group,modtools
xmodel,skybox_default_day
material,luts_t7_default
// BSP
col_map,maps/zm/zm_lot_3.d3dbsp
gfx_map,maps/zm/zm_lot_3.d3dbsp
// Audio
sound,zm_lot_3
// Kino Teleporter
fx,_NSZ/Kino_Tele/kino_swirl
scriptparsetree,scripts/_NSZ/nsz_kino_teleporter.gsc
scriptparsetree,scripts/zm/zm_lot_3.gsc
scriptparsetree,scripts/zm/s_to_r_tut.gsc
scriptparsetree,scripts/zm/zm_lot_3.csc
scriptparsetree,scripts/zm/sliding_door.gsc
scriptparsetree,scripts/zm/trump_fx.gsc
scriptparsetree,scripts/zm/rs_o_jump_pad.gsc
scriptparsetree,scripts/zm/zm_usermap.gsc
include,t4_weapons
include,t6_weapons
include,t7_weapons
include,harrybo21_soul_chests
localize,zombie
weapon,nes_zap_zm
weapon,super_scope_zm
stringtable,gamedata/weapons/zm/zm_levelcommon_weapons.csv
stringtable,gamedata/weapons/zm/zm_t4_weapons.csv
stringtable,gamedata/weapons/zm/zm_t6_weapons.csv
stringtable,gamedata/weapons/zm/zm_t7_weapons.csv
//Custom Zombies
aitype,archetype_zm_custom_zombie
customizationtable,zm_character_customization
located in: \usermaps\zm_lot_3\sound\zoneconfig is:
{
"Name" : "zm_lot_3",
"GameMode" : "mpl",
"IsCommon" : false,
"Parent" : "",
"Overlay" : "",
"IsStandalone" : true,
"IsProduction" : false,
"IsShipped" : false,
"DontDeploy" : false,
"NoStreamBank" : false,
"MapFile" : "",
"Standalone" : true,
"Builds" : [ "T7" ],
"Sources" : [
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "t4_weapon_sounds"
"Filename" : "t4_weapon_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "t6_weapon_sounds"
"Filename" : "t6_weapon_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "t7_weapon_sounds"
"Filename" : "t7_weapon_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "soul_chests_sounds"
"Filename" : "soul_chests_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "craftable_sounds"
"Filename" : "craftable_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "AMBIENT",
"Name" : "ambient_mod",
"Filename" : "ambient_mod.csv",
"Specs" : [
"mpl_mod"
]
},
]
}
Sound file example
https://mega.nz/#!pssXVICK!Vprd7vhqcHHHdh_VzOI71IhLK58QIJJnK_lexaL2oDU
Harry Bo21:
make sure you havent accidentally removed this line from your zone
djluvorng:
make sure you havent accidentally removed this line from your zone
RaGe-74:
I'll be honest here, I don't see any problems. As far as I can see, you've done everything correctly. The only thing that could possibly make it fail would be a flaw in radiant itself. It does have some quirkiness..
Is it possible you have the script structs in a prefab instead of the main map ?
djluvorng:
I'll be honest here, I don't see any problems. As far as I can see, you've done everything correctly. The only thing that could possibly make it fail would be a flaw in radiant itself. It does have some quirkiness..
Is it possible you have the script structs in a prefab instead of the main map ?
RaGe-74:
nah I just drug it in from the entity browser.
I do believe this is a compiler bug or a problem in audacity and the audio files themselves.
I need a zeroy or someone good at troubleshooting quirks in software.
djluvorng:
no the only thing that shows an error is about a "physpreset asset", but I know why that is and I removed the model that was causing it and the error was gone and still no sounds. so in essence, no.
sorry for the runon sentence, im in a hurry.
Harry Bo21:
no the only thing that shows an error is about a "physpreset asset", but I know why that is and I removed the model that was causing it and the error was gone and still no sounds. so in essence, no.
sorry for the runon sentence, im in a hurry.
vertdex:
i posted all the physics presets on the wiki
literally just a drag drop GDT in to your mod tools and all those errors will be gone - and the dynamic models will actually be dynamic