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 Animated Load Screen &/or Music??? Possible??? |
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Senior Member
Posts: 160
Join Date: Jan 2002
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Animated Load Screen &/or Music??? Possible??? -
12-12-2002, 09:15 AM
Just wondering if anyone had thoughts on making an animated loading screen....will/can it work? And/or can you have music play while the screen loads up? OR do you need to create an animation and somehow script it to run before or after the load screen?
Thanks!
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-12-2002, 01:49 PM
OK.......so right now I'll say that I'm having trouble getting imported sounds to work. I can get ambients and level-wide music to play IN-GAME, but a converted .wav to .mp3 file won't play... so sad... cool stuff too. I'll keep working it though. Just how cool if it would play with the loading screen.... ugh.
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Member
Posts: 62
Join Date: Sep 2002
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12-12-2002, 03:32 PM
I don't know about animated load screens. As far as I know the game only supports .tga images for loaders.
Music, on the other hand, I can help you with. I have been trying to get it to play right out of the .pk3, but can't get it to work that way. But--- if you place your .mp3 file into your main>sound>amb stereo folder, and then point to it in your .mus file, the .mp3 will play in your level. (You can use triggers to have different .mp3 files playing in different areas.)
As far as music during the loading process, I don't know. Not even the original boards have loading music. The level soundtracks start after the load is complete. Whether this can be scripted to run with a load screen... that may be possible, but I don't think so. Judging from console output, the loading screen shows up and then the scriptmaster loads the script.
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-12-2002, 04:54 PM
Crunch- thanks for the input. I've been running my custom music file out of the 'music' folder and maybe that is why it won't run...although I think it failed to play out of the /amb folder too.... don't remember, have to try it again..
ONE more thing.... I'm guessing that you could play two differnt background music files....maybe not, but in MP if you can assign one music piece to ALL players with the $player, could it be possible to do it with something like $player_axis or something??? I'm not that far into learning that stuff yet.
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Member
Posts: 62
Join Date: Sep 2002
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12-12-2002, 07:43 PM
The game has six channels for playing background music. aux1, aux2......up to aux6.
aux1 will play throughout the entire level in all areas when used alone.
When used in conjunction with the other channels, it is designated as "outdoor" and needs to be triggered as such.
The same holds true for aux3 and aux5. They need triggers of "outdoor".
aux2 aux4 and aux6 are designated as "indoor".
To work this-- make a trigger_multiple just outside your door, and a trigger_multiple just inside your door. These triggers will set the correct channel for your music. Each trigger needs a $targetname/interior or $targetname/exterior, along with a #set.
The #sets are as follows:
For triggers of $targetname/exterior:
#set/1 will be aux1
#set/2 will be aux3
#set/3 will be aux5
For triggers of $targetname/interior:
#set/1 is aux2
#set/2 is aux4
#set/3 is aux6
In your .mus file you will "point" to these aux channels like so (this is an example, your names will be different.)
path sound/amb_stereo
normal Amb_road_ext.mp3 // Plays over entire level
aux1 Amb_road_ext.mp3 // Exterior 1 - all exteriors
aux6 Amb_church.mp3 // Interior 1 - all interiors
aux4 Amb_road_int.mp3
!normal volume 2
!normal loop
!aux1 volume 2.0
!aux1 loop
!aux6 volume 1.5
!aux6 loop
!aux4 volume 1.0
!aux4 loop
I have named my .mp3 files "Amb_mymap_int" etc...and placed them in my main-->sound-->amb stereo (NOT amb! MUST be "amb stereo")
As you can see, my music file points to my file and plays when triggered.
I do not know how or even if an individual sound can be "attached" to a player. Just that you can get different music in different areas of your map.
Hope this little novel I just wrote helps!
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-13-2002, 06:59 AM
Thanks a ton, it appears to be a great help! I'll be trying it out later today. I am assuming that it's good for a MP map...that if I put the triggers in the Allied spawn area one of them will trigger it within seconds of being spawned. I'll try it.
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Member
Posts: 62
Join Date: Sep 2002
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12-13-2002, 07:47 AM
The 'normal' is going to start playing as soon as the level starts.
If you put a trigger_multiple by the Allied spawn, if an Axis goes through it, they will also hear the music. I don't know of a way to link the trigger to a player.
Basically what I have shown you is so that your building interiors and building exteriors can have different music. That is why you sandwich entryways (doors/ windows/ any way a player can get in and out of your buildings) with $targetname/interior in the building and $targetname/exterior outside the building.
Of course, you can set up the triggers so different exterior areas play different music, and the same for interiors. It's just a matter of setting up the triggers and remembering the aux channel that the #set pertains to.
Experiment and see what you come up with. And if someone out there knows if/how to bind music to a player, I'm sure they'll help you.
Good Luck.
Kill Ya Later!
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