Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » How to enable tracked vehicle sounds
How to enable tracked vehicle sounds [message #105216] Sat, 31 July 2004 12:49 Go to next message
Deactivated is currently offline  Deactivated
Messages: 1503
Registered: February 2003
Karma: 0
General (1 Star)
Often overlooked (so I did also until now), the tracked vehicle sound effects are functional.
Basically what it does is make your tracked vehicle make track noises as it rolls over terrain.
The symptom: Sound0= is not defined for tracked vehicles in surfaceeffects.ini
Standard renegade tracked vehicles do not have E (engine force) applied to their wheel/track bones

1. Do your tracked vehicle model as usual.
2. Add E to end of each WheelP bone (Eg. WheelP1LE and WheelP4RE). The sound effect will play when those wheel bones with E cross over specific terrain.
4. Add Sound0=ConcreteTrackRoll (or any other sound you prefer) to surfaceeffects.ini under the [(terrain name)_Track Rolling] and [(terrain name)_Track Sliding] section.
3. For a final touchup, edit the preset settings for the tracked vehicle sounds in Level Editor.
How to enable tracked vehicle sounds [message #105232] Sat, 31 July 2004 14:05 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
We had a running bet on how long it would take you to steal our ideas and techniques. Looks like I won, didn't even take you a week.
How to enable tracked vehicle sounds [message #105237] Sat, 31 July 2004 14:13 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
Messages: 2186
Registered: February 2003
Location: London
Karma: 0
General (2 Stars)
howd he steal your ideas.. and show proof O_o
How to enable tracked vehicle sounds [message #105246] Sat, 31 July 2004 14:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
It's all in Renegade Alert. He made several posts on our forum, before I suspended his account, saying "we'll see how long this stays private."

He's a thief who uses the guise of "i want every1 2 shar3 omg" as a way to hide his thievery. Instead of asking, or trying to do something to earn what he wants, he simply steals it or whines about it.
How to enable tracked vehicle sounds [message #105247] Sat, 31 July 2004 14:46 Go to previous messageGo to next message
Renx is currently offline  Renx
Messages: 2321
Registered: April 2003
Location: Canada
Karma: 0
General (2 Stars)
Category Moderator
Rofl, maybe you should of waited just a little longer, so it would seem less obvious you took this directly from RenAlert :rolleyes:

At least give us credit, since you are completely taking NeoSaber's work and claiming it as your own.


~Canucck

http://www.sloganizer.net/en/style7,Espion.png

Blazer

...RG made me ugly
How to enable tracked vehicle sounds [message #105249] Sat, 31 July 2004 14:49 Go to previous messageGo to next message
Everyone
Messages: 45
Registered: July 2004
Karma: 0
Recruit
Doesn't seem to be stealing, since it was built into to the renegade engine and not scripted by customs means. By the way you're putting it, you're the one stealing from the renegade engine. Anyway, he didn't even claim it as his own, I don't see any "my"s or "mine" in that paragraph so technically, he's not stealing.
How to enable tracked vehicle sounds [message #105252] Sat, 31 July 2004 14:52 Go to previous messageGo to next message
Renx is currently offline  Renx
Messages: 2321
Registered: April 2003
Location: Canada
Karma: 0
General (2 Stars)
Category Moderator
He doesn't say where he found out how to do it either, and since we figured it out and put it in RenAlert, common sense will tell you where he got it. Considering it was released only days before Seaman posted this...

~Canucck

http://www.sloganizer.net/en/style7,Espion.png

Blazer

...RG made me ugly
How to enable tracked vehicle sounds [message #105260] Sat, 31 July 2004 15:12 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
Messages: 1503
Registered: February 2003
Karma: 0
General (1 Star)
This was first implemented in RenAlert, discovered by NeoSaber.
Since there was no public info on this, I had to rely on my own and narrow down possibilities until the correct one was found.
I've tried to implement them ages ago, but with no much of success. The sounds worked but they would cause the game eventually to crash.
How to enable tracked vehicle sounds [message #105261] Sat, 31 July 2004 15:14 Go to previous messageGo to next message
Darkblade is currently offline  Darkblade
Messages: 13
Registered: March 2003
Location: En-Ger-Land
Karma: 0
Recruit
Well, of course, its not exactly theft, but its not exactly origional either.
I see it as taking other peoples origional ideas and milking them to death in his gimmick mod.

This is one of the reasons why i respect reborn. They stick to their own ideas, instead of throwing all the best ideas from other mods into a big pile of gimmicks, just to make people play.

So as well as making a mod based on gimmicks that people will soon tire of, you are also taking away the credit of the real genious' who come up with these ideas.
How to enable tracked vehicle sounds [message #105262] Sat, 31 July 2004 15:14 Go to previous messageGo to next message
CnCsoldier08 is currently offline  CnCsoldier08
Messages: 136
Registered: November 2003
Karma: 0
Recruit
This isn't even right, man..

Neosaber spent a lot of time on this...trying to figure out something nobody else has, and you go tell the entire community how to do it in one fucking paragraph.


WOL:tweekbee
How to enable tracked vehicle sounds [message #105267] Sat, 31 July 2004 15:23 Go to previous messageGo to next message
Darkblade is currently offline  Darkblade
Messages: 13
Registered: March 2003
Location: En-Ger-Land
Karma: 0
Recruit
And now it just gets thrown around anywhere and everywhere without so much as a thank you to NeoSaber.
How to enable tracked vehicle sounds [message #105268] Sat, 31 July 2004 15:24 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
Messages: 1503
Registered: February 2003
Karma: 0
General (1 Star)
CnCsoldier08

Neosaber spent a lot fo time on this...tryiogn tofigure out something nobody else has


So I did.

[Updated on: Sat, 31 July 2004 15:30]

Report message to a moderator

How to enable tracked vehicle sounds [message #105269] Sat, 31 July 2004 15:25 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Except you're a thief because you can't figure it out for yourself. We did.
How to enable tracked vehicle sounds [message #105271] Sat, 31 July 2004 15:31 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
Messages: 1503
Registered: February 2003
Karma: 0
General (1 Star)
If I had not figured it out, this topic would not exist.
How to enable tracked vehicle sounds [message #105272] Sat, 31 July 2004 15:37 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
You didn't do anything of importance you fucking lamer. You disassembled the vehicles and saw it had a new wheel bone, that's all.

Then you take our hard work and pass it off as your own, just like you do with everything else you get your dirty little paws on.
How to enable tracked vehicle sounds [message #105273] Sat, 31 July 2004 15:39 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
*Sigh* Jonwil picked apart my Demo Truck scripts and now SeaMan's picking apart my model rigging. I expected it, but it's still a little disheartening. I guess I just have to go back to work and figure out something else amazing so it can be ripped off too.

Hmm... what should I rewrite the book on today? Laughing


NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
How to enable tracked vehicle sounds [message #105275] Sat, 31 July 2004 15:51 Go to previous messageGo to next message
Havoc 89 is currently offline  Havoc 89
Messages: 500
Registered: February 2003
Karma: 0
Colonel
Darkblade

Well, of course, its not exactly theft, but its not exactly origional either.
I see it as taking other peoples origional ideas and milking them to death in his gimmick mod.

This is one of the reasons why i respect reborn. They stick to their own ideas, instead of throwing all the best ideas from other mods into a big pile of gimmicks, just to make people play.

So as well as making a mod based on gimmicks that people will soon tire of, you are also taking away the credit of the real genious' who come up with these ideas.


I truseted em once but than they just proved me wronge... They took one of my ideas without consulting me, nor did they give any credit to me or the mod i made it for. I only trust a few of their members.

As for the topic.

I dunno if seaman found out that info through ren alert or not, but shouldn't this info be told to the public to help modding teams anyways?

Why not share your research with the world rather than keep it a secret between a few people? It doesnt make sence to keep something you've worked so hard for isolated from the public.


http://img362.imageshack.us/img362/7112/renxbannercopywm9.jpg
How to enable tracked vehicle sounds [message #105276] Sat, 31 July 2004 15:57 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
I never intend to hide what I know forever, but when I figure something out I like to make use of it a few times before I tell the world. Keeps it special for a little bit. Very Happy

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
How to enable tracked vehicle sounds [message #105279] Sat, 31 July 2004 16:05 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
Messages: 2186
Registered: February 2003
Location: London
Karma: 0
General (2 Stars)
wow.. lol

grats neo on your great..umm.. modifications O_o

well nothing can stay a secret forever.. just be glad you guys found it first =)
How to enable tracked vehicle sounds [message #105298] Sat, 31 July 2004 18:10 Go to previous messageGo to next message
Renx is currently offline  Renx
Messages: 2321
Registered: April 2003
Location: Canada
Karma: 0
General (2 Stars)
Category Moderator
heh. I'm sure as soon as we get SK's custom dialogs ingame, many other people will "figure out" how to do it too

And keep up the good work NeoSaber Smile


~Canucck

http://www.sloganizer.net/en/style7,Espion.png

Blazer

...RG made me ugly
How to enable tracked vehicle sounds [message #105299] Sat, 31 July 2004 18:15 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
Messages: 455
Registered: January 2004
Location: California
Karma: 0
Commander
Eventually everyone will figure many things out. Look at Area51. Very Happy

L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
How to enable tracked vehicle sounds [message #105478] Sun, 01 August 2004 05:55 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
Messages: 2186
Registered: February 2003
Location: London
Karma: 0
General (2 Stars)
Renx

heh. I'm sure as soon as we get SK's custom dialogs ingame, many other people will "figure out" how to do it too

And keep up the good work NeoSaber Smile


but we all know SK did it first Razz
How to enable tracked vehicle sounds [message #105570] Sun, 01 August 2004 15:01 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
I know I'm going to be flamed for this, but...

Boo. Fucking. Hoo.

Quit all this bitching. What did you expect to happen?
How to enable tracked vehicle sounds [message #105573] Sun, 01 August 2004 15:14 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
That's like saying "you released models to the public, and now Seaman is using them for his 'mod' and calls them his work... Boo fucking hoo, what did you expect to happen?"

:rolleyes:
Re: How to enable tracked vehicle sounds [message #105581] Sun, 01 August 2004 15:53 Go to previous messageGo to previous message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
SeaMan

Often overlooked (so I did also until now), the tracked vehicle sound effects are functional.
Basically what it does is make your tracked vehicle make track noises as it rolls over terrain.
The symptom: Sound0= is not defined for tracked vehicles in surfaceeffects.ini
Standard renegade tracked vehicles do not have E (engine force) applied to their wheel/track bones

1. Do your tracked vehicle model as usual.
2. Add E to end of each WheelP bone (Eg. WheelP1LE and WheelP4RE). The sound effect will play when those wheel bones with E cross over specific terrain.
4. Add Sound0=ConcreteTrackRoll (or any other sound you prefer) to surfaceeffects.ini under the [(terrain name)_Track Rolling] and [(terrain name)_Track Sliding] section.
3. For a final touchup, edit the preset settings for the tracked vehicle sounds in Level Editor.


Please directly quote where Seaman claims credit for this process.
Previous Topic: general scripts.dll thoughts
Next Topic: Exporting Presets
Goto Forum:
  


Current Time: Mon Nov 04 09:39:39 MST 2024

Total time taken to generate the page: 0.01201 seconds