Freedom Reborn

Freedom Force Forums => Sounds / Voices => Topic started by: heroidosilencio on January 04, 2016, 12:22:20 AM

Title: PLEASE HELP ME TO ADD A SOUND TO A EFFECT
Post by: heroidosilencio on January 04, 2016, 12:22:20 AM
I am trying to add a sound to a effect in Freedom Force.

But something is it not working here. I wrote above my steps. Please, tell me what I am doing wrong.


1) I am opening FFEdit.
2) Then, I go to the SOUND.
3) After this, for exemple, I noticed that the effect called fx_aff_eyebeam_blue_2 is conected by a sound file named: turret_cloneray_2.wav
4) After knowing that I rename my special file IRONMAN BLAST to turret_cloneray_2.wav.
5) Then, I change the old turret_cloneray_2.wav. for my file turret_cloneray_2.wav wrich has the sound I renamed last,

6) But after doing all that when I go into the game and I command the character to use the power wrich has the effect fx_aff_eyebeam_blue my sound did not appear in the game.

WHAT AM I DOING WRONG??? Also I noticed that many effects that are conected or should be connected to other sound files,  these sound files are not in the folder where they shoud be, wrich in my case, is:  D:\000-FREEDOM FORCE\Data\Sounds\Powers






Title: Re: PLEASE HELP ME TO ADD A SOUND TO A EFFECT
Post by: hoss20 on January 04, 2016, 06:52:09 AM
The biggest thing I see is that the sound effect you want to use does not contain the exact name of the FX with which you want it associated. Here is the Read Me from the Boomslang_Boomerang_FX that I created. I merely altered the details from the original instructions that, I believe, were written by Captain Spud. and are found in nearly every FX Read Me file:

1) Place the boomslang art files in the Data\Art\library\fx\_textures directory (I have included both tga and dds files for both versions of Freedom Force).

2) Place the boomslang_boomerang FX folder (containing NIF files) in your Data\Art\library\fx\generic directory.


**************************************
-Open the FFeditor & select the FX tab 
**************************************

1) On the bottom, click the New button

2) In the FX Details section, type or copy:
Name: boomslang_boomerang
Nif Base: library\fx\generic\boomslang_boomerang
Attack Type: Ranged
Attack Sub Type: Projectile

3) At the bottom, click Save. The FX should now show up on the list.

4) Select boomslang_boomerang (the FX you just created) from the list on the left

5) In the Node Attachment Points section:
Start: weapon
Core: weapon
End: weapon

6) At the bottom, click Save again.The FX will now be available to choose from when creating a projectile power for your character.


*****************************************
Select the Sounds tab of the editor.
*****************************************
To choose sounds for yourself, browse the list to the left and select the file you want in place of fx_SOUNDFILE_1 and/or fx_SOUNDFILE_3.
I have EZFX already installed, so I use sound files from other FX already present.

1) Select fx_shuriken_throw_1 from the list on the left.
2) Click on the Copy button at the bottom.
3) Click the Rename button at the bottom to rename the file you just copied to fx_boomslang_boomerang_1.
4) Select fx_shuriken_throw_2 from the list on the left.
5) Click on the Copy button at the bottom.
6) Click the Rename button at the bottom to rename the file you just copied to fx_boomslang_boomerang_2.
7) Select fx_shuriken_throw_3 from the list on the left.
8) Click on the Copy button at the bottom.
9) Click the Rename button at the bottom to rename the file you just copied to fx_boomslang_boomerang_3.
10) Click the Save button and the sounds will now play in game when the FX is used.


***************************************

Keep in mind that the sound name in between "fx_" and "_#" needs to be the exact name of the FX you want to use it for, including capitalization and underscores. Generally, you also want to have more than one sound depending upon the FX you are using. Using a beam, for example, you might want a sound for the power up, one for when the beam is shooting, and one for when the beam hits. This is the purpose of the numbering after the sound name. The complete sound effect will play in the number sequence. For projectiles, you may only use two sounds; when the object is traveling and when it hits.