Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Dianoga4 on August 17, 2008, 06:52:32 AM

Title: VOs and Thrusters
Post by: Dianoga4 on August 17, 2008, 06:52:32 AM
Well I searched around but either I'm not using the right search words or I just can't find it. I have to ask for some more help. First of all I was wondering how to change he voice overs that say things like "Offensive Unit lost", "scavenger lost", etc. The second thing I was wondering about is how to setup the animated engine thrusters(the flames coming out of the engines) like you see on most of the ISDF hovering units. I'm kind of guessing that it's either a hardpoint or a matter of having a piece named correctly........or both heh.

Thanks again for any info.

Dia
Title: Re: VOs and Thrusters
Post by: VSMIT on August 17, 2008, 06:58:20 AM
Depending on the effect you want, you can do it two ways.  You can do it with an emit HP, so you can change what the thrust will look like, or you can make a polygon element named flame_#__h.

Can't help with the voice overs, though.

VSMIT.
Title: Re: VOs and Thrusters
Post by: mrtwosheds on August 17, 2008, 11:50:37 AM
You could change the voice overs 2 ways, one would require a "full mod" ie not just a recycler variant or addon.

You could supply replacement betty voices in your mod, using the original names, and put them in Addon.

Or you could edit localise.odf (its in the data.pak) and supply a new one in your mod.

I would use the first option.
Title: Re: VOs and Thrusters
Post by: TheJamsh on August 17, 2008, 01:21:54 PM
theres an even easier way

you can now make race-specific files which will declare what voices to play. for example, this file contains the new voice overs i made for the Uler:


[OrderPanel]

[BettyVoice]
EVENT_SOUND_1 = "ubetty1.wav" // lost a generic unit
EVENT_SOUND_2 = "ubetty2.wav" // lost a defensive unit
EVENT_SOUND_3 = "ubetty3.wav" // lost an offensive unit
EVENT_SOUND_4 = "ubetty4.wav" // lost a scavenger
EVENT_SOUND_5 = "ubetty5.wav" // a unit is out of ammo
EVENT_SOUND_6 = "ubetty6.wav" // base is under attack
EVENT_SOUND_7 = "ubetty7.wav" // user vehicle is out of ammo
EVENT_SOUND_8 = "ubetty8.wav" // a unit is low on health
EVENT_SOUND_9 = "ubetty9.wav" // user vehicle is low on health
EVENT_SOUND_10 = "ubetty10.wav" // satellite view activated
EVENT_SOUND_11 = "ubetty11.wav" // no free power
EVENT_SOUND_12 = "ubetty12.wav" // lost a power plant
EVENT_SOUND_13 = "ubetty13.wav" // satellite view enabled
EVENT_SOUND_14 = "ubetty14.wav" // lost a generic building
EVENT_SOUND_15 = "silence.wav"  // satellite view deactivated
EVENT_SOUND_16 = "silence.wav"  // satellite view disabled



copy that and edit as you please =]

because this was used with the uler, and i used 'U' for the race letter, this file was called "uevent.odf"
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 17, 2008, 02:29:36 PM
Well I am doing a recycler variant for the time being so Jamsh, does that work with a variant or is that for a full mod? I'm sure I have to set something somewhere to tell it to use that event odf?

@vsmit- I'd like to try using the emit HP so that I could change how the effect looked. Does that emit hp go in the weapon section or is it considered a craftclass thing? Any examples you know of around that I could have a look at? It looks like the stock isdf ships use the second way you described with the polygon element.

The help is much appreciated.

Dia
Title: Re: VOs and Thrusters
Post by: TheJamsh on August 17, 2008, 04:05:03 PM
the above idea will work with a variant, the only *event.odf files included with the patch13.pak file are the ievent and fevent ODF's.

so long as youre races in youre recy variant have different letters itll work fine. you dont have to 'set' it anywhere, it automatically chooses which file by getting the race of youre recycler. trouble with recy variants is theres little ability to change things like this.

as for emitters on vehicles, look at this file here from starfleet mod, the king of all effect emitter things!


[GameObjectClass]
baseName = "ivkate"
geometryName = "ivkate.xsi"
cockpitName= "ivtank_cockpit.xsi"
geometryScale = 1.3
classLabel = "wingman"
scrapValue = 30
scrapCost = 60
customCost = 75
buildTime = 7.0
customTime = 15.0
maxHealth = 6500
maxAmmo = 6200
addAmmo = 25
addhealth = 15
unitName = "Kaytus"
aiName = "RocketTankFriend"
aiName2 = "RocketTankEnemy"

effectHard1 = "hp_emit_1"
effectName1 = "ivkate.render"
effectHard2 = "hp_emit_2"
effectName2 = "ivkate.render"
effectHard3 = "hp_emit_3"
effectName3 = "ivkate.render"


heatSignature = 0.5
imageSignature = 1.5
radarSignature = 0.5
isAssault = 1
armorClass = N

requireCount = 2
requireName1 = "ibarmo"
requireText1 = "Build Armory"
requireName2 = "ibsbay"
requireText2 = "Build Service Bay"

/////// weapons ///////////////////

weaponHard1 = "HP_rocket_1"
weaponName1 = "gkay"
weaponAssault1 = 0
weaponHard2 = "HP_rocket_2"
weaponName2 = "gkay"
weaponAssault2 = 0
weaponHard3 = "HP_CANNON_1"
weaponName3 = "gspstab_c"
weaponAssault3 = 0
weaponHard4 = "HP_CANNON_2"
weaponName4 = "gspstab_c"
weaponAssault4 = 0
weaponHard5 = "HP_SPECIAL_1"
weaponName5 = ""
weaponAssault5 = 0

////////////////////////////////////

lightHard1 = "hp_light_1"
lightName1 = "spotpur"
lightHard2 = "hp_light_2"
lightName2 = 

attackTask = "ArtlAttack"
subAttackTask = "ArtlSubAttack"
subAttackClass = "AD"


[CraftClass]
rangeScan = 350.0f
periodScan = 2.0f
velocJam = 45.0f
engageRange = 190

selectWaitMsg = "kay04.wav"
selectAttackMsg = "kay01.wav"
selectFollowMsg = "kay03.wav"
selectGoMsg = "kay02.wav"
selectOtherMsg = "kay04.wav"

goMsg = "kay05.wav"
attackMsg = "kay06.wav"
followMeMsg = "kay03.wav"
followMsg = "kay05.wav"
repairMsg = "kay09.wav"
reloadMsg = "kay09.wav"
rescueMsg = "kay10.wav"
recycleMsg = "kay11.wav"
otherMsg = "kay10.wav"
holdMsg = "kay12.wav"
user1Msg = "" 
killedMsg = "kay07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 65.5 // []
velocReverse = 35.0 // []
velocStrafe = 60.0 // []
accelThrust = 80.0 // acceleration [20.]
accelBrake = 80.0 // braking
accelDragStop = 1.0 // how fast it stops once hands are off controls [5.9]
accelJump = 25.0

setAltitude = 15.0 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself [5.]
alphaDamp = 8.0 //shocks [5.]
pitchPitch = 0.2 //nose up []
pitchThrust = 0.2 //nose down []
rollStrafe = 0.09 // rolls while strafing [2.]
omegaSpin = 3.0 // spinning in place speed [2.2]
omegaTurn = 3.0 // turning while moving speed [3.0]
alphaSteer = 5.5 // how fast it responds to steering [4.9]
rollSteer = 0.12 // rolls while steering [2.0]

soundThrust = "itank01e.wav"
soundTurbo = "avtanke3.wav"

[Lod1]
geometryName = "kate_lod.xsi" ;geometry for lod1
distance = 100 


[Render]
renderBase = "draw_multi"
renderCount = 3
renderName1 = "ivkate.1"
renderName2 = "ivkate.2"
renderName3 = "ivkate.3"

[1]
renderBase = "draw_trail"
textureName = "trail2.tga"
textureBlend = "one one modulate"
textureRate = 0.05
startColor = "200 0 55 115"
finishColor = "150 0 25 0" 
startRadius = 0.75
finishRadius = 0.1
segmentTime = 0.9

[2]
renderBase = "draw_trail"
textureName = "trail2.tga"
textureBlend = "one one modulate"
textureRate = 0.05
startColor = "100 0 55 80"
finishColor = "95 85 105 0" 
startRadius = 0.45
finishRadius = 0.1
segmentTime = 1.25

[3]
renderBase = "draw_trail"
textureName = "sflame.tga"
textureBlend = "one one modulate"
textureRate = 0.05
startColor = "220 45 55 205"
finishColor = "180 30 55 0"
startRadius = 0.85
finishRadius = 0.01
segmentTime = 0.45
Title: Re: VOs and Thrusters
Post by: mrtwosheds on August 17, 2008, 08:16:21 PM
Polygon flame look better.
I forgot about the *event file, silly as I have one of my own.
But to keep thing simple, if you are just making a recycler variant, and not a new race, It would probably be best not to change the betty voices, as putting new ones into addon will alter them throughout the game, while they are there.
Making a new race is allot more work than a recy variant.
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 18, 2008, 01:28:20 AM
Well so far this is a nightmare. I didn't have the units I made named under a new race, I was using the iv at the front of their names. So I figured I better go rename everything and fix up all the ODFs so everything builds right. I changed the name of my recycler so it started with a P because that is what I decided to use for my race letter. I went in the autoreg file and changed it to that recycler name but yet when I try it in game, it would say missing **** which was the original name of the recycler even though it is not referenced anywhere now. So then I couldn't get the recycler to deploy, seemed to get that fixed. It seemed that I had to have two files the same but one named with the iv and mine named pv. So now I could get in game but now it's giving me errors when I get in the game saying that the aip sets (any of them) couldn't be found. So frustrating just because I wanted to change my races letter, seems like it just won't let me do it.  Oh it also shows my race name in the Teams list in MP as "Unknown-P".

I was trying this because of what Jamsh said about having the event odf use the letter of your race. I figured if I was using the "I" letter, it wasn't going to work because it was already taken. Hopefully I'm just doing something wrong that I just missed or something or else I'll just have to go back and rename everything......again.

Dia
Title: Re: VOs and Thrusters
Post by: bigbadbogie on August 18, 2008, 01:36:10 AM
'P' has been already taken by the Phaer-Rhan from FleshStorm.
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 18, 2008, 01:44:32 AM
BBB, even if it is taken IN THAT MOD it is not taken in Dianoga's. This is not BZRAP.

Now, if you are making a rec variant, it always checks for the name of said rec with an i for the first character.

From what you are doing, it works best as a full mod. Just make you rec pvrecy and create varients for said rec as you would any stock rec. Mainly, pvrecy_m and pvrecy_mb (I think it is _mb).

Since you would be making a mod, as best fits you assets, just start off with pvrecy.odf and pvrecy_m.odf (the empty scout rec) and only have the autoreg files for those 2 recs in your mod's addon. There is no need to load the stock addon folder if you don't want to, and thus you can ignore it altogether and only refer to your own rec list, in your own mod, with your own assets.
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 18, 2008, 03:25:31 AM
Well thanks for the info Nielk but I only understood part of it heh. What do you mean by a full mod? I don't plan on making any single player missions at all, it's more for playing multiplayer or instant action. I'm not sure how to make a mod even, I just got introduced to variants a couple of weeks ago heh.

Dia
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 18, 2008, 03:53:50 AM
Variants are a sort of mod that is always on, but you are adding these 'companies' that are like new races.

I suggest making a simple MP/IA only mod.

I can help if you have any questions. I can try to code up some DLL stuff for you too. Then way I do DLLs I make classes that can be added to any other C++ DLL for 1.3pb4a (I use some nice new commands).

Already I have a super simple class that makes anything trigger a looping animation as set by the ODF after existing for an amount of time set by the ODF. I can make a simple portal system in the same fashion. Getting some code for it would make my work even faster. I can do all kinds of things, its worth the experience for me.
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 18, 2008, 04:51:51 PM
I appreciate the help Nielk and I will probably take you up on sometime fairly soon or at least talk to you about it more.

So the VO thing I can't seem to get to work so far but the thrusters I'm having some progress in. I decided to go with the flame_#__h polygon route and have been experimenting with it. One question i have though is can you change the color of the thrust that comes out? So far I can only seem to get white to work. Thanks!

Dia
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 18, 2008, 05:37:06 PM
Change the Diffuse color of the texture attached to the flame mesh. :-)
Title: Re: VOs and Thrusters
Post by: mrtwosheds on August 18, 2008, 06:54:18 PM
Changing the race name is a whole much more bigger deal than making a rec variant, you will have to supply everything that the game expects to find from pilots to ctf flags...
The autoregs use the isdf generic identifier IV this also looks for FV and any other race you might introduce eg PV, You do not want to change it from ivrecy!
To make a recy variant you just add an Ivrecy_dianoga, an fvrecy_dianoga. and maybe then a pvrecy_dianoga If you choose to create an entirly new race as well.

You add Ivrecy_dianoga to the autoreg.
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 18, 2008, 07:02:18 PM
If he makes it a mod he has greater control. He can actually separate all the companies and have a flag for each. But yes, just making ivrecy_dianoga would work (note to exclude the number as they cause issues and are tricky to explain). If you want to take a lot more control, like custom sounds and such, you will have to do a bit more work.

You MIGHT be able to use a P-race like set up by having ivrecy_dianoga deploy into pbrecy_dianoga, but I am not sure.
Title: Re: VOs and Thrusters
Post by: mrtwosheds on August 18, 2008, 08:57:36 PM
QuoteYou MIGHT be able to use a P-race like set up by having ivrecy_dianoga deploy into pbrecy_dianoga, but I am not sure.
No that would not work.
If you want to make a new race you have to use the race name technique.
If all you want to do is modify the existing races a recy variant is the way to go.
You can change the voice overs by placing replacements in addon, as long as you make it clear to others that you are doing that (so they know to remove them) It would be easy to knock up a Homer Simpson-betty addon for example, you could supply this with your recy variant.
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 19, 2008, 12:17:15 AM
You sure 2Shed? There was something in place to make NSDF and CCA cafeterias cause the units to shift race cause of an upgraded rec and factory requiring said cafeteria so that stronger pilots would exist in some mod. If that was being done what I said would work? Try it?
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 19, 2008, 01:09:57 AM
So to change the voice overs like 2sheds says, I use that event odf and have sounds named the same as they are in that list that Jamsh posted? And I have to just let the people that are playing know this so if they want to play SP or something they have to remove them? Would the name of the odf just be "event.odf"?

Dia
Title: Re: VOs and Thrusters
Post by: bigbadbogie on August 19, 2008, 01:14:09 AM
They are race specific so it would be (for you) 'pevent.odf'.
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 19, 2008, 02:18:54 AM
So for now, a recycler variant has to have the IV for the recycler but my units could be pv***.odf for example right? Then I create the pevent.odf and use voices in there? Sorry for all the questions but this one has baffled me for some reason.

Dia
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 19, 2008, 06:23:17 AM
I think making everything pv*** and pb*** except the 2 recycler VEHICLES (which are iv*** and fv*** but deploy into pb***) would work well.
Title: Re: VOs and Thrusters
Post by: mrtwosheds on August 19, 2008, 07:33:03 PM
QuoteSo to change the voice overs like 2sheds says, I use that event odf and have sounds named the same as they are in that list that Jamsh posted
No.
This is getting confused.
You can just supply replacement sounds in addon (the game looks there first) If you put .wav files with the same names as the games .wav files into addon they will be played instead of the ones in the data.pak, not just for your stuff, for everything.

Example. get a wav of homer saying DOH!, rename it a betty4.wav, drop it into addon, mod or no mod, recvariant or not, every time a scav dies Homer says "DOH!"

But to use the pevent.odf technique you need to make a "new race"
youll need a pvrecy,pbrecy,pspilo,pvcons etc etc.

QuoteI think making everything pv*** and pb*** except the 2 recycler VEHICLES (which are iv*** and fv*** but deploy into pb***) would work well.
Why would you do that? you pick recycler race by selecting an iv/fv/pv ship.

QuoteSo for now, a recycler variant has to have the IV for the recycler
Iv or fv for isdf or scion recy variants. (you need both for a recy variant)

In the autoreg files only the IVrecys are specified. There is no need to specify other races.
if IVrecy_dianoga is specified in an autoreg, the game will look for *vrecy_dianoga (that is any vrecy_dianoga) it will automatically find pvrecy_dianoga IF it exists.
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 19, 2008, 08:31:17 PM
He only wants his new sounds on his new race, so, making ivrecy_dianoga and fvrecy_dianoga deploy into pbrecy_dianoga will allow him to do that. He would choose one of the existing start up units and not one specific to his race as he is making a rec variant rather than a full mod. A full mod would be a bit more complicated but would not require cross race trickery.
Title: Re: VOs and Thrusters
Post by: mrtwosheds on August 20, 2008, 06:48:53 PM
This technique does re-present the potential for causing clashes with other mods, Assuming the rec variant was placed in addon and is always available as variants are intended, then the use of prefix p may well cause an installation of say fleshstorm to go horribly wrong...
Title: Re: VOs and Thrusters
Post by: Red Devil on August 20, 2008, 07:19:10 PM
That's why all mods should go into a pak file, with any custom maps and map inf files in a separate folder.  Nice and tidy.  :-)
Title: Re: VOs and Thrusters
Post by: TheJamsh on August 20, 2008, 09:26:37 PM
indeed its much better. and instead of moving loads of files if you dont want to play youre mod, you just remove a line in youre .cfg file. easy
Title: Re: VOs and Thrusters
Post by: Dianoga4 on August 21, 2008, 03:57:15 AM
Quote from: mrtwosheds on August 19, 2008, 07:33:03 PM
Example. get a wav of homer saying DOH!, rename it a betty4.wav, drop it into addon, mod or no mod, recvariant or not, every time a scav dies Homer says "DOH!"

I have been trying this and it doesn't work for me.

Also not sure what to do about the whole race thing. So far this has just been a fun little mod I was making to play with a few friends but I guess if I wanted to release it then I should probably consider this.

Dia
Title: Re: VOs and Thrusters
Post by: Nielk1 on August 21, 2008, 04:21:08 AM
If you release it, give a bit more info on how you envision everything working and I could write up a DLL to handle non standard functions and toy with it till you like it. (This would be a separate mod from the first release in the end.)