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HELP! Can't add sound to gyrocopterimpact

08-09-2003, 09:07 PM#1
BadRegistration
I've noticed there is a small problem with the rifleman and gyrocopter projectile models: they have no sound!

Now, I really want to use the gyrocopterimpact.mdl as an effect for a certain attack, but I can't get that great "rat-tat-tat-tat" noise to go with it, no matter what I do. I've noticed that if the gyrocopter itself (or the terran marine bonus model) are attacking, they make the sound themselves, which led me to believe that the reference to this sound is in their respective .mdx files. Sure enough, when I viewed the converted .mdls, I found an event reference that appeared to be corresponding to a frame in their attack animation sequences that used the same sound. So I copied this event into the gyrocopterimpact.mdx, and am trying to use it now. Problem is, it wont make the sound no matter what I do.

Below is the copy of the revised .mdl I made for the gyrocopterimpact. I am really hoping someone can take a look at this and see what I am doing wrong, as I am at my wits end.

The sound is at the very end (where I think it belongs).

Many thanks in advance.

// MDLFile version Jun 6 2002 04:58:04
// Exported on Sat Aug 09 16:23:06 2003
Version {
FormatVersion 800,
}
Model "GyroCopterImpact" {
NumGeosets 1,
NumBones 2,
NumParticleEmitters2 4,
NumEvents 1,
BlendTime 150,
MinimumExtent { -43.6843, -107.388, -106.276 },
MaximumExtent { 43.717, 104.551, 105.663 },
BoundsRadius 149.875,
}
Sequences 1 {
Anim "Birth" {
Interval { 167, 1033 },
NonLooping,
}
}
Textures 2 {
Bitmap {
Image "Textures\Dust3.blp",
}
Bitmap {
Image "Textures\Yellow_Star_Dim.blp",
}
}
Materials 1 {
Material {
SortPrimsFarZ,
Layer {
FilterMode AddAlpha,
Unshaded,
static TextureID 0,
Alpha 6 {
Linear,
167: 0,
200: 0,
233: 0.72,
533: 0,
900: 0,
1033: 0,
}
}
}
}
Geoset {
Vertices 8 {
{ -1.86015, -30.993, 29.2679 },
{ -1.86015, -30.993, -29.8803 },
{ -1.86015, 28.1553, 29.2679 },
{ -1.86015, 28.1553, -29.8803 },
{ 19.1919, -18.7607, 17.0356 },
{ 19.1919, -18.7607, -17.648 },
{ 19.1919, 15.9229, 17.0356 },
{ 19.1919, 15.9229, -17.648 },
}
Normals 8 {
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
}
TVertices 8 {
{ 0, 0 },
{ 0, 1 },
{ 1, 0 },
{ 1, 1 },
{ 0, 0 },
{ 0, 1 },
{ 1, 0 },
{ 1, 1 },
}
VertexGroup {
0,
0,
0,
0,
1,
1,
1,
1,
}
Faces 1 12 {
Triangles {
{ 0, 1, 2, 3, 2, 1, 4, 5, 6, 7, 6, 5 },
}
}
Groups 2 2 {
Matrices { 0 },
Matrices { 1 },
}
MinimumExtent { -43.6843, -107.388, -106.276 },
MaximumExtent { 43.717, 104.551, 105.663 },
BoundsRadius 149.875,
MaterialID 0,
SelectionGroup 0,
}
Bone "Plane01" {
ObjectId 0,
Billboarded,
GeosetId 0,
GeosetAnimId None,
Scaling 5 {
Linear,
167: { 0.0541006, 0.0541006, 0.0541006 },
200: { 0.816502, 0.816502, 0.816502 },
233: { 1.44597, 1.44597, 1.44597 },
300: { 2.37094, 2.37094, 2.37094 },
900: { 3.65374, 3.65374, 3.65374 },
}
}
Bone "Plane08" {
ObjectId 1,
Billboarded,
GeosetId 0,
GeosetAnimId None,
Scaling 5 {
Linear,
167: { 0.0541006, 0.0541006, 0.0541006 },
200: { 0.816502, 0.816502, 0.816501 },
233: { 1.44597, 1.44597, 1.44597 },
300: { 2.37093, 2.37093, 2.37093 },
900: { 3.65374, 3.65374, 3.65374 },
}
}
PivotPoints 6 {
{ -1.86016, -1.4189, -0.306215 },
{ 19.192, -1.4189, -0.306215 },
{ 0.264506, -24.3841, -0.536509 },
{ 0.264507, 20.8015, 20.6898 },
{ 0.264507, -17.3157, 24.9474 },
{ -15.3568, -2.36166, -23.5027 },
}
ParticleEmitter2 "BlizParticle01" {
ObjectId 2,
Unshaded,
static Speed 320,
static Variation 0,
static Latitude 180,
static Gravity 0,
Squirt,
LifeSpan 0.265,
EmissionRate 4 {
DontInterp,
0: 0,
167: 0,
200: 30.9,
367: 0,
}
static Width 0,
static Length 0,
Additive,
Rows 1,
Columns 1,
Head,
TailLength 1,
Time 0.3,
SegmentColor {
Color { 0.0588235, 0.392157, 1 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {255, 255, 0},
ParticleScaling {20.1, 13.5, 2.7},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 1,
}
ParticleEmitter2 "BlizParticle02" {
ObjectId 3,
Unshaded,
static Speed 320,
static Variation 0,
static Latitude 180,
static Gravity 0,
Squirt,
LifeSpan 0.265,
EmissionRate 4 {
DontInterp,
133: 0,
300: 0,
333: 30.9,
500: 0,
}
static Width 0,
static Length 0,
Additive,
Rows 1,
Columns 1,
Head,
TailLength 1,
Time 0.3,
SegmentColor {
Color { 0.0588235, 0.392157, 1 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {255, 255, 0},
ParticleScaling {18, 13.1, 2.5},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 1,
}
ParticleEmitter2 "BlizParticle03" {
ObjectId 4,
Unshaded,
static Speed 296.7,
static Variation 0,
static Latitude 180,
static Gravity 0,
Squirt,
LifeSpan 0.265,
EmissionRate 4 {
DontInterp,
300: 0,
467: 0,
500: 30.9,
667: 0,
}
static Width 0,
static Length 0,
Additive,
Rows 1,
Columns 1,
Head,
TailLength 1,
Time 0.3,
SegmentColor {
Color { 0.0588235, 0.392157, 1 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {255, 255, 0},
ParticleScaling {15.4, 10.8, 1.3},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 1,
}
ParticleEmitter2 "BlizParticle04" {
ObjectId 5,
Unshaded,
static Speed 296.7,
static Variation 0,
static Latitude 180,
static Gravity 0,
Squirt,
LifeSpan 0.265,
EmissionRate 4 {
DontInterp,
533: 0,
700: 0,
733: 30.9,
900: 0,
}
static Width 0,
static Length 0,
Additive,
Rows 1,
Columns 1,
Head,
TailLength 1,
Time 0.3,
SegmentColor {
Color { 0.0588235, 0.392157, 1 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {255, 255, 0},
ParticleScaling {15.4, 10.8, 1.3},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 1,
}
EventObject "SNDXKGYR" {
ObjectId 6,
EventTrack 1 {
201,
}
}
08-10-2003, 02:03 PM#2
Guest
you miss the alst pivotpoint coordinate
just Cnp the last pivotpoint coordinate set and paste it so you have in total7 pivotpoint sets
08-10-2003, 08:06 PM#3
BadRegistration
Edit: OK, first time out I just didnt understand what you meant, but now I do. I did it, and it works great now. Thanks so much.

One thing though...Why did I do that, why does it work now, and why was it necessary? I am very newb to all this, and I want to learn more.

Thanks again.
08-10-2003, 09:01 PM#4
Guest
ill make it simple

5 ships (ship=pivotpoint)
Each ship has space for only one captain
there are 6 captains (captain=objectid)
if captain has no ship he cant sail and wont work

There are 5 ships and 6 captains, one doesnt have a ship and cant work. Go figure.
08-10-2003, 09:06 PM#5
BadRegistration
Actually, in the above example, there were 6 pivot points and 6 object IDs. At least thats what it says in the code above. So, do I need to have 1 more pivot point than there are objectids as a general rule? And please, there is no need to oversimplify things. I am new to the rules of modeling, not a child.
08-11-2003, 10:45 AM#6
republicola
Actually, there should be a total of 7 pivot points. Notice that the object IDs start at 0, as do all counting systems in MDLs. The last object ID is 6, but including the object with ID 0, there are 7. With 7 different objects, 7 pivots are needed.
08-11-2003, 05:18 PM#7
Guest
Sorry but I was in a cheery mood that I made a simplified explanation , that wasnt not only meant for you, but for the rest of the forum as well...apparantly youre not allowed anymore to make a happy package...

btw, I wasnt regarding to the mdl you posted, but took it as a general example
08-19-2003, 11:33 PM#8
BadRegistration
Cookie, I'm sorry if I sounded nasty. I really didnt mean that at all, I just wanted a fuller answer because what you were saying at first seemed inconsistant, and I wanted to have a better understanding of the "rules". I wasn't trying to be nasty, but re-reading it, I could see how it could be taken that way.

In any event, like I said it works and I'm very grateful. And thanks also to republicola, whose answer Im sure would have been supplied by cookie, but was kind enough to jump in anyway.