[Mod]Forgotten Hope
- theycallmechad
- Posts: 1482
- Joined: Sat Aug 13, 2005 11:30 am
Howdy. I just played it, and it's very nice. Good work, ScottyGEE! I really like the Brute Shot sound the best.
I like what you did with my old skin. The only beef I have with it, if it's even a "beef," is that you took away my pretty cobble stone pathways . I understand, however, that you did it because you needed a bump on the ground to match both the grass and the pathway, so it was a worthy sacrafice.
If only we could inject P8 bumps... the lighing is a bit off with DXT1 bumps, unfortunatly. It's a good thing that the map is dark so you can hardly notice.
Again, excellent job. I love it!
I like what you did with my old skin. The only beef I have with it, if it's even a "beef," is that you took away my pretty cobble stone pathways . I understand, however, that you did it because you needed a bump on the ground to match both the grass and the pathway, so it was a worthy sacrafice.
If only we could inject P8 bumps... the lighing is a bit off with DXT1 bumps, unfortunatly. It's a good thing that the map is dark so you can hardly notice.
Again, excellent job. I love it!
- StalkingGrunt911
- Posts: 3618
- Joined: Wed May 24, 2006 12:30 pm
- Location: Florida!
- Contact:
-
- Posts: 55
- Joined: Thu May 25, 2006 1:31 pm
- Contact:
-
- Posts: 215
- Joined: Thu Jun 16, 2005 3:06 am
- Location: Probably around somewhere...
-
- Posts: 581
- Joined: Wed Dec 07, 2005 3:16 pm
- Location: You stalkers... I aint tellin you shizzle :P
Heres Some tutsgamefreak249 wrote:HOW'D YOU DO CUSTOM SOUNDS?
Sound Internilize:P8ntballer wrote:
Team Gravemind's Tutorial
on sound/music injection
Things you will need:
1.Gold Wave-download it for free at www.goldwave.com
2.ADI
3.Shared.map, mainmenu map, and sp shared.map
-----------------------------------------------------------
1.How to make sound injectable
------------------------------------------------------------
To make a sound injectable into halo 2 you must do the following.First open up Gold Wave.Then
open the sound that you want to inject ( the sound cannot have a copyright or Gold Wave will not
open it).Once you open it go to file and click save as. This should pull up a box with 3 options at
the bottom.The first is what name you wanna save it as which doesnt matter right now, The second
is what file you want to save it as, here you need to make it a .wav file, the third you need to put it
as a Microsoft ADPCM 8.000 kHz, 4 Bit, Stereo. You have now sucessfully made a sound
injectable!
------------------------------------------------------------
2.How to inject the sound for enviroment
------------------------------------------------------------
Ok, before doing this please know that this doesnt always come out perfectly.Injecting enviroment sounds
in mp usually comes out scratchy.I'm not sure about sp though I havnt tested it yet. But anyway to inject an
enviroment sound; First open up ADI and the map you want to use. Then go down to <snd!> and at the starting
there should be a couple of enviroment sounds.Click on the one you want to edit then pull up the Raw Data
Editor. This should pull up a media player (doesnt work), Save chunk and Save sound, and Inject chunk and Inject
sound. I like to save the sound first to get an idea of how big the file is so i can try to get what i want to inject and
so you can find out what you want to rename you sound you made injectable. Now click inject sound which should
pull up a browser and then find you sound. Click on it and you just injected sound into the enviroment. If it is scatchy
then.....well im sorry.You can inject sounds over as many enviroment sounds as you want, but be careful.
------------------------------------------------------------
3.How to inject weapon sounds
------------------------------------------------------------
This is a lot different from injecting envriroment sounds so dont just try to do what you did for it. This time in ADI you
need to open sp shared.map or shared.map depending if you doing an sp or mp mod.You inject them both the same.
Ok im just gonna use sp shared.map. Go down to <snd!> like before but this time scroll down to weapons.Only edit
the weapon fire because I have not tried editing anything else yet. Click on the weapon you want to edit and go to Raw
Data Editor. If you were to try it from the map you were using when you saved the sound you would find that the sound
had no data and you cannot inject over it but now it does. So save the sound and check the size and name. Now like
before click Inject sound and inject you sound.Now you have injected sound for weapons.
***Please remember this will not work perfectly everytime so dont feel bad if it doesnt work.***
Also this is just a beta once we find out more (vehicle sounds, how to get it to work perfectly everytime, and
other sounds) we will release a full tut.Also DO NOT MESS WITH SOUND CHUNKS JUST THE SOUND!!!
.:Team Gravemind:.
Watch out for:SoldierOfLight wrote: Step 1) Inject raw.
You also have to shift the raw pointers for data that comes after your insertion, unless you want to do it improperly.
Step 2) Create ugh! chunks (reflexive 3,5,6,9 if I'm not mistaken).
Going strictly from memory... the snd! has a short which points to a chunk # in reflexive 5, which has a chunk # and count for reflexive 6, which has chunk #s for reflexives 3 and 9.
3 is stringids, and 9 is raw. 5 gives a number of reflexive 6's, which just links to the 2 other chunks.
I'm not sure of the exact numbers, but they're something like that...
ScottyGEE wrote:I dont have much time to type...Got to goto bed at some point
anyway...I did it! it is still slightly odd mainly because:
a) I injected a custom mono sound and used it as a weapon sound
when injecting it only stream injects...By this i mean if the sound is 5 seconds and the custom sound is 2...then itll still be 5 seconds...have the 2 second sound then have the rest of the sound...
i'll be blunt... that team gravemind tut is absolute bullshit and fake...Sound injection has 100% success rate if you have the right settings...They say that it doesnt work all the time to make it out that every time you do do it it wont work so its your fault not theirs....
And sorry Chad...It was kinda hard to make bumps for them...I did make bumps for the cliffs well though...I think they turned out nicley...
DWells55..The only lag ive experienced is when I had the warthog battle rifle both pointing at the ghost with its lights on... Multiple people may change things thoug
And sorry Chad...It was kinda hard to make bumps for them...I did make bumps for the cliffs well though...I think they turned out nicley...
DWells55..The only lag ive experienced is when I had the warthog battle rifle both pointing at the ghost with its lights on... Multiple people may change things thoug
-
- Posts: 271
- Joined: Sun Jan 22, 2006 9:46 pm
-
- Posts: 271
- Joined: Sun Jan 22, 2006 9:46 pm
- DrXthirstold
- Posts: 154
- Joined: Fri Mar 31, 2006 10:03 pm
- Location: Somewhere you're not...
- Contact:
Thanks...In future I plan to properly grasp and make use of these features...As I hope you all do too...
If you want me to write up some stuff with the sound injection, the lighting modification and the ghost lights I will...
Id write up about the bumpmapping but its not 100% proper and I dont wanna give out improper stuff
If you want me to write up some stuff with the sound injection, the lighting modification and the ghost lights I will...
Id write up about the bumpmapping but its not 100% proper and I dont wanna give out improper stuff
- kornkidcrazy
- Posts: 1032
- Joined: Sun Aug 21, 2005 10:48 am
- Location: In My Cave!!! Team: Halo GAMA
- Contact: