- Dec 16, 2014
- 373
- 89
Hi. I'll soon be updating two of my maps in which the above files are present. One only uses a custom soundscape file, while the other map will be using custom particles, as well as a custom file that redefines an existing sound (and its properties) in one of the "game_sounds_*.txt" -- I don't know how to call those.
So, the thing is that I don't know of a proper way to make them work, although this "dirty" method seems to have worked: extracting "soundscapes_manifest.txt", removing all the soundscapes and only adding the custom one used by the map. Since I use BSPZIP to pack content, the modified "soundscapes_manifest" file is renamed so I add it to the .BSP with the proper name and it doesn't corrupt ambient sounds in other maps. I'm pretty sure this isn't the way it has to be done, so I'm wondering what I should actually do.
The other map uses custom particles and a text file in which "sound names" are present, overriding the default ones for SFX reasons. There was a thread in this forum in which someone suggested using the "mapname_particles.txt" method (out of all 3 possible) for custom particles, and it seems to work just fine. As for the custom sounds, I re-used the method from a map I made 3 years ago, which is including the 'sound names' and their parameters in "mapname_level_sounds.txt".
I'm unsure about any of the methods specified, so I'd like someone to correct me on them.
TL;DR: I'm looking for the best way to pack custom soundscapes, particles and gamesound files, without altering the game's "*_manifest.txt" files.
So, the thing is that I don't know of a proper way to make them work, although this "dirty" method seems to have worked: extracting "soundscapes_manifest.txt", removing all the soundscapes and only adding the custom one used by the map. Since I use BSPZIP to pack content, the modified "soundscapes_manifest" file is renamed so I add it to the .BSP with the proper name and it doesn't corrupt ambient sounds in other maps. I'm pretty sure this isn't the way it has to be done, so I'm wondering what I should actually do.
The other map uses custom particles and a text file in which "sound names" are present, overriding the default ones for SFX reasons. There was a thread in this forum in which someone suggested using the "mapname_particles.txt" method (out of all 3 possible) for custom particles, and it seems to work just fine. As for the custom sounds, I re-used the method from a map I made 3 years ago, which is including the 'sound names' and their parameters in "mapname_level_sounds.txt".
I'm unsure about any of the methods specified, so I'd like someone to correct me on them.
TL;DR: I'm looking for the best way to pack custom soundscapes, particles and gamesound files, without altering the game's "*_manifest.txt" files.