Argh!
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- Recruit
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- Joined: 2003-12-20 21:15:45
Argh!
I´ve got this island (same as before if you guys remember), well, i´ve got water splash one of the bigger islands, but on the other one i dont, i cant get this water splash bug away, it´s not a texturing problem, because i´ve textured more then enough on it. help me!!
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- Captain
- Posts: 176
- Joined: 2004-02-27 18:29:53
Re: Argh!
We need to research this a bit more and write an authoritative section for the manual on this topic, but basicly, as far as we've noticed, the environmental sounds are mapped to basic textures in the main (or mod) config.bin.
Thus, if you are having a 'Splash Mountain' issue, odds are most likely one of the following:
a) You're using custom textures that do not have proper cfgenvsounds mappings
b) your wrp class inheritance is screwy, so you're pulling wrong values or no values.
Please post a copy of your config.cpp, as well as a list of any non-BIS, BAS, or SEB textures that you might be using.
Thanks.
Thus, if you are having a 'Splash Mountain' issue, odds are most likely one of the following:
a) You're using custom textures that do not have proper cfgenvsounds mappings
b) your wrp class inheritance is screwy, so you're pulling wrong values or no values.
Please post a copy of your config.cpp, as well as a list of any non-BIS, BAS, or SEB textures that you might be using.
Thanks.
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- Recruit
- Posts: 11
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Re: Argh!
Well im not using custom textures im using textures from O
(OTrava2.paa to be more precise) but ok, here´s hte config.
Dont know nor think it´s a config error but hey, what do i know?
#define ilsX 11725
#define ilsY 820
class CfgPatches
{
class sfp_penti
{
units[] = {};
weapons[] = {};
worlds[] = {Penti};
requiredVersion = 1.75;
};
};
class CfgWorlds
{
class DefaultWorld {};
class Intro : DefaultWorld {};
class Penti : Intro
{
access = 3;
description = Bromsö;
icon="sfp_pentipenti.paa";
plateFormat=" $$$ ### "
plateLetters=$STR_PlateLetters;
worldName = "sfp_pentipenti.wrp";
cutscenes[] = {"..addonssfp_penti_animintro"};
ilsPosition[]={ilsX,840};
ilsDirection[]={0,0.080000,-1};
ilsTaxiIn[]={ilsX+50,ilsY+400,ilsX+50,ilsY+50,ilsX+46,ilsY+50,ilsX+8,ilsY+50,ilsX,ilsY+50,ilsX,ilsY+75};
ilsTaxiOff[]={ilsX,ilsY,ilsX,ilsY+878,ilsX+8,ilsY+886,ilsX+61,ilsY+886,ilsX+10,ilsY+878,ilsX+50,"840+400"};
};
};
class CfgWorldList
{
class Penti
{
};
};
(OTrava2.paa to be more precise) but ok, here´s hte config.
Dont know nor think it´s a config error but hey, what do i know?
#define ilsX 11725
#define ilsY 820
class CfgPatches
{
class sfp_penti
{
units[] = {};
weapons[] = {};
worlds[] = {Penti};
requiredVersion = 1.75;
};
};
class CfgWorlds
{
class DefaultWorld {};
class Intro : DefaultWorld {};
class Penti : Intro
{
access = 3;
description = Bromsö;
icon="sfp_pentipenti.paa";
plateFormat=" $$$ ### "
plateLetters=$STR_PlateLetters;
worldName = "sfp_pentipenti.wrp";
cutscenes[] = {"..addonssfp_penti_animintro"};
ilsPosition[]={ilsX,840};
ilsDirection[]={0,0.080000,-1};
ilsTaxiIn[]={ilsX+50,ilsY+400,ilsX+50,ilsY+50,ilsX+46,ilsY+50,ilsX+8,ilsY+50,ilsX,ilsY+50,ilsX,ilsY+75};
ilsTaxiOff[]={ilsX,ilsY,ilsX,ilsY+878,ilsX+8,ilsY+886,ilsX+61,ilsY+886,ilsX+10,ilsY+878,ilsX+50,"840+400"};
};
};
class CfgWorldList
{
class Penti
{
};
};
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- Captain
- Posts: 176
- Joined: 2004-02-27 18:29:53
Re: Argh!
Interesting. I was not aware that you could do that with the ILS strings.
Anyway, your inheritance clauses look okay. Are you only using the one texture, or do you have others?
Could you post a complete list of all the textures used on your island? Thanks.
Anyway, your inheritance clauses look okay. Are you only using the one texture, or do you have others?
Could you post a complete list of all the textures used on your island? Thanks.
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- Captain
- Posts: 176
- Joined: 2004-02-27 18:29:53
Re: Argh!
You need to binarize it first, using an OLD copy of binarize.
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- Captain
- Posts: 176
- Joined: 2004-02-27 18:29:53
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- Recruit
- Posts: 13
- Joined: 2004-10-06 04:13:14
Re: Argh!
The simple answer to this topic is that the textures used does NOT have the same size.
If you use the wather texture that by default is in the texture browser, together with eden textures, you will get splashing sounds.
Delete all wather textures from the map ( you will still get wather ) and it works.
So if your textures does not have the same size you will get random splash sounds, because the gab between them are filled with "nothing" and "nothing" = wather
If you use the wather texture that by default is in the texture browser, together with eden textures, you will get splashing sounds.
Delete all wather textures from the map ( you will still get wather ) and it works.
So if your textures does not have the same size you will get random splash sounds, because the gab between them are filled with "nothing" and "nothing" = wather
Last edited by Smiley21vb on 1970-01-01 00:00:00, edited 1 time in total.
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