How do I create a new attack sound?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Xaxus
Posts: 24
Joined: Mon Sep 17, 2012 4:54 am

Re: How do I create a new attack sound?

Post by Xaxus »

Montis wrote:Oops, the loop property should not be a string either, so remove the quotation marks there.
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Code: Select all

defineSound{
   name = "smoke",
   filename = "mod_assets/sounds/smoke_brief.wav",
   volume = .42,
   loop = false,
}
Removing the quotation marks fixed the problem without fail. Thank you so much for your time!
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Xaxus
Posts: 24
Joined: Mon Sep 17, 2012 4:54 am

Re: How do I create a new attack sound?

Post by Xaxus »

On a final note, how do I create a table to allow my attack sounds to be random variations?
The asset definition references says:
filename: the filename of the sample in wave format. The filename must be a valid asset reference ending with “.wav”. Optionally the filename may be a table containing multiple filenames for random sound variations.
I've messed around with the scripting to no success, messing around in ways like adding everyday.wav in another filename, or to the current line.
If anyone could shed insight on the situation, I would be grateful.
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antti
Posts: 688
Joined: Thu Feb 23, 2012 1:43 pm
Location: Espoo, Finland
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Re: How do I create a new attack sound?

Post by antti »

Xaxus wrote:On a final note, how do I create a table to allow my attack sounds to be random variations?
Like so:

Code: Select all

	filename = { 
		"mod_assets/sounds/sound1.wav",
		"mod_assets/sounds/sound2.wav",
		"mod_assets/sounds/sound3.wav",
	},
Steven Seagal of gaming industry
User avatar
Xaxus
Posts: 24
Joined: Mon Sep 17, 2012 4:54 am

Re: How do I create a new attack sound?

Post by Xaxus »

antti wrote:
Xaxus wrote:On a final note, how do I create a table to allow my attack sounds to be random variations?
Like so:

Code: Select all

	filename = { 
		"mod_assets/sounds/sound1.wav",
		"mod_assets/sounds/sound2.wav",
		"mod_assets/sounds/sound3.wav",
	},
Works flawlessly. Thank you so much, again.
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: How do I create a new attack sound?

Post by Isaac »

Xaxus wrote:(P.S. - I would also like to make the cudgel a slight green hue, if possible. I am complete unsure of where to start, so any tips or advice would be greatly appreciated.)
Photoshop would be best; if you know anyone who uses it, they might let you work with it...
You need the Nvidia DDS export plugin available from Nvidia.com

There is also Paint.Net; it natively supports DDS, and it's free. I just did a green Cugdel with Paint.Net, and saved it out as a DDS file easily.

An oddity though with the Grimrock texture files is that they are labeled as '.d3d9_texture' files, and Paint.Net won't try to open them; they need to be renamed to a .DDS filename.

Also (most importantly).. AH is working on an official editor asset pack. It is only those assets that you can alter and distribute (like you'd do with Photoshop or Paint.Net). However AFAIK, you can draw a Cudgel texture from scratch in either app and it's yours to distribute. The Cudgel texture is pretty basic.
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