[Tut] Adding custom reload (and other) sounds into models


Genie
06-01-2003, 11:45 AM
Adding in custom reload sounds is somthing that is very easy to do, and gives an incredable effect in-game.

What you need
_______________________
Kraisto's decompiler/compiler

A model you want to give new reload sounds to

The sounds you want to use.
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If you don't have right click compile-recompile allready set up, read this quick tutorial, if you allready have, or are using Milkshape, skip ahead.

Adding right-click compile/decompile is very easy but make sure you do this properly or you could mess up somthing really badly.

Step1. Go open any folder in windows explorer (not internet, windows explorer) and then go to tools/folder options.

Step2. Click on the tab called "File types", let it search for a second, then when it's done, look for the extensions "mdl" and "qc"

Step 2 1/2. If you don't have mdl or qc, add them, click on new, then type in "mdl" in the field. Then the new extension should appear in the list of extensions.

Step 3. After selecting the mdl extension (we'll do this one first) click on "advanced", then type in "Half Life model" in the top field so that we will know that the mdl extension is a Half Life mdl. click on "new" (next to the actions list, which should be empty)

Step 4. Type in "decompile" in the first field that says "action" Then click Browse. Now find mdldec and double click it. now you should have somthing like this.

--Here-- (http://www.dodstudios.net/uploads/uploads/step%201.jpg)

If you want the default windows icon for MDL files instead of the icon that looks like a word document, click on change icon.


Now onto the QC file.

Step 5. Go thru the same steps ading a QC file, as you did the model one, only except make it say "compile" and choose the program studiomdl.

Now you should have right-click decompile/compile set up, if you have problems, pm me and I'll help you.


BACKUP BEFORE STARTING, DECOMPILE IN A SEPERATE FOLDER


------------------------------------------------------------------------------
======= Adding custom reload sounds ==============
------------------------------------------------------------------------------

This is easy as pie really, just be very careful you don't spell anything wrong or edit the wrong item because then the file will not work properly. Open the QC file w/ notepad.

IMPORTANT
On files that have transparency (sten for example) you have to re-enter the line for transparency because for some reason, it isn't in the QC file after u decompile, so make sure you add it. To add it back in, insert this line anywhere in the QC

$texrendermode "skin_test.bmp" "masked"

except where "skin_test.bmp" is the skin that has transparency. Add this line for each skin that uses transparency in the model.


Step 1. W/ the QC file open in notepad, scroll down to where it says "animation sequences"

Step 2. Add in $cliptotextures in the .qc file. It makes it easier to keep consistent dimensions and swap in other bitmaps if we like.


Step3. Go to any of the sound lines and change the file name, for example if u were editing the K43, change

{ event 5004 13 "weapons/tommy_reload_clipout.wav" }

to

{ event 5004 13 "weapons/k43_reload_clipout.wav" }



Step4. Make sure that the new filename you added and the one in your sounds/weapons folder are the same name.

Step.5 delete the weapon V file (dont worry about it) and then right click on the QC file and select compile.


If all went well you now have a custom sound playing for the K_43 reload clip-out sound.


If you have any problems pm me or catch me on AIM at

"Lzrs_United" or email me at "losers_united2000@yahoo.com"


Enjoy and Happy fragging.

06-01-2003, 11:48 AM
GJ

-=JaCoBsOn=-
06-01-2003, 12:12 PM
On the subject "Transparacy"... I still can't use studiomdl... It just quits/fail to complete the compilng... And I "think" I've tried everything now.. :(

Genie
06-01-2003, 02:07 PM
I don't know why it wouldn't work. Using it is like adding 2+2.

I'm not much help I guess huh

06-01-2003, 02:12 PM
great work genie. someone sticky this, please.

Ikujinonai
06-01-2003, 02:16 PM
It'd probably be good to mention to add $cliptotextures in the .qc after decompiling. I hate models with textures that have really weird 497x501 or whatever sizes. It makes it easier to keep consistent dimensions and swap in other bitmaps if we like.

-=GENO=-
06-01-2003, 03:04 PM
you have a messy desktop

Genie
06-01-2003, 06:01 PM
Ikujinonai

lol guess I missed that, I'll update it in a few minutes.

Geno, that has nothing to do with this thread, yes I have a messy desktop but that's because im currently workin on omthing and I dont have time to constantly re-file things.

Genie
06-02-2003, 07:00 AM
Ok it's been updated, I just copy+pasted haha.

Thanks for pointing that out.

Wren
06-02-2003, 07:32 AM
The whole process is rather self-explanatory, if you already know how to do edit .qc files. But its nice to have an actual tutorial that doesn't skip a bunch of steps like VavleERC's one for model transperencies. Good job, should be alot of help.

Are you planning on submitting this tutorial to any big modeling/editing sites?

And yes, that is one messy desktop.

Genie
06-02-2003, 11:09 AM
I might submit it to some websites. I hear that the dod editing center needs tutorials.

Genie
06-03-2003, 08:56 AM
I did not spend all that time typing that up to have it die w/ just 10 posts

Noooooo!

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