CP artpass_Groovypants

Discussion in 'Map Factory' started by Groovy Pants, Aug 11, 2010.

  1. Groovy Pants

    Groovy Pants L1: Registered

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    Here goes something. It's all I really have. I've been working on this since the day the contest was announced, but I went on vacation for two weeks so that put a dent in my progress. Any feedback would be greatly appreciated. All the good stuff.


    Don't worry, I like the missile too.

    Some background info on my entry:

    • It's going to consist a combination of Sawmill, Thunder Mountain, and Mining themes.

    • There will be weather.

    • There will be map-wide reactions when a point is captured, e.g., bunker sirens, events like trains passing by, etc.

    • I'm attempting to make it look like there are idle soldiers, like in Thunder Mountain. Any help with this would be greatly appreciated.



    TODO LIST:

    1. Remove all developer textures - COMPLETE

    2. Add weather - Complete, fixing clipping issues.

    3. Finish adding detail areas

    4. Detail Structures

    5. Optimize


    MOAR PICTARS:

    http://i37.tinypic.com/6hs5c4.png
    http://i35.tinypic.com/30wxgue.jpg
     
    Last edited: Aug 18, 2010
  2. Groovy Pants

    Groovy Pants L1: Registered

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    Okay, so I have added a lot of things, including soundscapes, but they appear to not be working I would appreciate some help with this. The soundscape settings in-game are as follows:

    Name: Outside
    Parent:
    Start Disabled: No
    Radius: -1
    Soundscape: Groovy.Outside

    Please note that the soundscape is located directly outside blue spawn, where it would be plainly visible were you able to see the entity in-game.

    The soundscape text file is called "soundscape_artpass_groovypants".

    Code:
    // DSP Effects
    // 0 : "Normal (off)"
    // 1 : "Generic"
    // 2 : "Metal Small"
    // 3 : "Metal Medium"
    // 4 : "Metal Large"
    // 5 : "Tunnel Small"
    // 6 : "Tunnel Medium"
    // 7 : "Tunnel Large"
    // 8 : "Chamber Small"
    // 9 : "Chamber Medium"
    // 10: "Chamber Large"
    // 11: "Bright Small"
    // 12: "Bright Medium"
    // 13: "Bright Large"
    // 14: "Water 1"
    // 15: "Water 2"
    // 16: "Water 3"
    // 17: "Concrete Small"
    // 18: "Concrete Medium"
    // 19: "Concrete Large"
    // 20: "Big 1"
    // 21: "Big 2"
    // 22: "Big 3"
    // 23: "Cavern Small"
    // 24: "Cavern Medium"
    // 25: "Cavern Large"
    // 26: "Weirdo 1"
    // 27: "Weirdo 2"
    // 28: "Weirdo 3"
    
    //	ATTN_NONE		0.0f	
    //	ATTN_NORM		0.8f	75dB
    //	ATTN_IDLE		2.0f	60dB
    //	ATTN_STATIC		1.25f	66dB
    //	ATTN_RICOCHET	1.5f	65dB
    //	ATTN_GUNFIRE	0.27f	140dB
    
    //	SNDLVL_50dB		= 50,	// 3.9
    //	SNDLVL_55dB		= 55,	// 3.0
    //	SNDLVL_IDLE		= 60,	// 2.0
    //	SNDLVL_TALKING	= 60,	// 2.0
    //	SNDLVL_60dB		= 60,	// 2.0
    //	SNDLVL_65dB		= 65,	// 1.5
    //	SNDLVL_STATIC	= 66,	// 1.25
    //	SNDLVL_70dB		= 70,	// 1.0
    //	SNDLVL_NORM		= 75,
    //	SNDLVL_75dB		= 75,	// 0.8
    //	SNDLVL_80dB		= 80,	// 0.7
    //	SNDLVL_85dB		= 85,	// 0.6
    //	SNDLVL_90dB		= 90,	// 0.5
    //	SNDLVL_95dB		= 95,
    //	SNDLVL_100dB	= 100,	// 0.4
    //	SNDLVL_105dB	= 105,
    //	SNDLVL_120dB	= 120,
    //	SNDLVL_130dB	= 130,
    //	SNDLVL_GUNFIRE	= 140,	// 0.27
    //	SNDLVL_140dB	= 140,	// 0.2
    //	SNDLVL_150dB	= 150,	// 0.2
    
    
    "Groovy.Outside"
    {
    	"dsp"	"1"
    
    	
    	"playlooping"
    	{
    		"volume"	".25"
    		"pitch"		"100"
    		"wave"		"ambient/forest_life.wav"
    	}
    
    	"playlooping"
    	{
    		"volume"	".35"
    		"pitch"		"100"
    		"wave"		"ambient/forest_high_wind.wav"
    	}
    
    	"playrandom"
    	{
    		"time"		"10,15"
    		"volume"		"1"
    		"pitch"		"100"
    		"rndwave"
    		{
    			"wave"		"ambient/thunder2.wav"
    			"wave"		"ambient/thunder3.wav"
    			"wave"		"ambient/thunder4.wav"
    
    		}
    	}
    	
    		"playrandom"
    	{
    		"time"		"15,30"
    		"volume"		".4"
    		"pitch"		"100"
    		"rndwave"
    		{
    			"wave"		"ambient/forest_bird7.wav"
    			"wave"		"ambient/forest_bird9.wav"
    			"wave"		"ambient/forest_bird1.wav"
    
    		}
    	}
    }
    
    "Groovy.Inside"
    {
    	"dsp"	"1"
    
    
    	"playlooping"
    	{
    		"volume"	".6"
    		"pitch"		"100"
    		"wave"		"ambient/indoors.wav"
    	}
    
    	"playlooping"
    	{
    		"volume"	".1"
    		"pitch"		"100"
    		"wave"		"ambient/lighthum.wav"
    	}
    }
    
    I would greatly appreciate any help with getting the soundscapes to work. Thanks in advance.

    Also, there's going to be a giant missile suspended above the last point, and I'm wondering whether or not I should have it pointy side up or have it aimed at C.
     
    Last edited: Aug 14, 2010
  3. Freedom Beaver

    Freedom Beaver L1: Registered

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    Looks nice
     
  4. Cynick

    Cynick L4: Comfortable Member

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    I compiled a test map to with your soundscape file, and it worked for me. Make sure your file is saved in your tf\scripts directory as soundscapes_artpass_groovypants.txt. In your post you were missing the "s" on soundscapes, I'm not sure if that was a typo or not :p.

    Also, I wrote a program for editing and previewing soundscape files that can be found here which (hopefully) should make the process of creating soundscapes less tedious.

    Good luck with your map!
     
    • Thanks Thanks x 2
  5. Groovy Pants

    Groovy Pants L1: Registered

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    Oh, that explains it. I guess I should have noticed that when I was in the GCF looking for a soundscape to base mine off of. :facepalm:

    Also, thanks for the link to the tool.
     
  6. Draco18s

    Draco18s L9: Fashionable Member

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    This:

    Error: displacement found on a(n) func_detail entity - not supported (entity 228, brush 0)
     
  7. Groovy Pants

    Groovy Pants L1: Registered

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    Did some major overhauls to the map. Pics should be up soon.
     
  8. Mr. Happy

    Mr. Happy L6: Sharp Member

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    You need to pack the soundscape file into the bsp.