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Re: How do I create a new attack sound?

Posted: Mon Sep 17, 2012 11:33 pm
by Xaxus
Montis wrote:Oops, the loop property should not be a string either, so remove the quotation marks there.
SpoilerShow

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!

Re: How do I create a new attack sound?

Posted: Tue Sep 18, 2012 12:07 am
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.

Re: How do I create a new attack sound?

Posted: Tue Sep 18, 2012 4:21 am
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",
	},

Re: How do I create a new attack sound?

Posted: Tue Sep 18, 2012 6:04 am
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.

Re: How do I create a new attack sound?

Posted: Tue Sep 18, 2012 8:57 am
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.