Sounds
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Adding DC.39k statics and vehicles.

Adding EOD vehicles-chopper

Sounds and Skyboxes

Adding the JU88a

Adding GC statics and vehicles

Adding Hydroplanes and arrow boats

Converting maps after BC

Map specific textures

Map conversion

Gmakerfa...objects.rfa

How i use photoshop 7 with BF1942

Make your own signature

Adding DC 4j vehicles and statics

Changing the Menu

Editor42 ver 4 setup

Here i will list things about changing and adding sounds

 

this is from the legion of the dragon site from HELIX

Ok, First Off I'd Like To Thank The Map Maker Of Saddams Last Escape For His Map, And This Has Really Brought Into Prospective On How To Add The Sounds To Maps. And Come To Think It Was A Real Simple Solution To Do So.
--------------------------------------------------------

Lets Start With The Files And Structures Needed To Do This.

First You Will Need A Folder Named objects In The Main Root Of Your Map Directory

And A Sound Folder In the Main Root Of Your Map Directory.

So Basically Make A Folder Say On Your Desktop With YourMapName And Add The Folders In IT As Needed.

In Your Main Init.con You Will Need To Add A Line Either Above Or Below, Preferably Below run environment/environment
run objects/objects

Now Make A Directory Inside Of Objects With The Name Of The Object You Wish To Play Sound, For Instance, Radio

So You Make A Folder Named Radio In The /objects Directory.

Make objects.con In The /objects Directory Containing This
run Radio/objects

Now Under objects/Radio Create Another objects.con File Containing

ObjectTemplate.create Bundle Radio
ObjectTemplate.setPosition 0/.5/0
ObjectTemplate.setRotation 0/0/0
objectTemplate.loadSoundScript Sounds/Radio.ssc

Now In objects/radio Create A Folder Named Sounds
in objects/radio/Sounds/ Create radio.ssc With This

#templateLevel HIGH

newPatch
############
### Near ###
############
load bf1942/levels/YOURMAPNAMEHERE/sound/YOURWAVHERE.wav
loop
minDistance 60
relativePosition 5/0/0
randomStartPitch 0 / 0.0
volume 1
priority -9

*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 30
param 100
param 1
param -1
endEffect
#templateLevel MEDIUM

newPatch
############
### Near ###
############
load bf1942/levels/YOURMAPNAMEHERE/sound/YOURWAVHERE.wav
loop
minDistance 60
relativePosition 5/0/0
randomStartPitch 0 / 0.0
volume 1
*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 10
param 20
param 1
param -1
endEffect
priority -5

Now To The Wav File, It Should Be 11hz 16bit Mono, Saved As A Wav PCM Uncompressed.

Once You Have Gotten This All Written Out, Add All Those Files To The Archive Keeping The Structure The Same.

Continued In Second Post........

[added Aug 11 2003 5:28PM]

Now That You Have The Files And Such Added Into Your Map, Now On To The Placing Of The Object Which Is Quite Simple.

What I Did Was Placed A Signalbox_m1 Somewhere In My Map, Because I Knew I Wasnt Going To Use It Anywhere Or Was Not Currently Using It. I Saved My Map, Modified The init.con As Needed, Then I Extracted The Staticobjects.con From The main Map Directory, Seeing How BC42 Wont Let You Edit It.

Once In The staticobjects.con Search For Your signalbox_m1, If It's The Last Object You Placed Then It Should Be At The Bottom OF The File.

It Would Look Like This :

Object.create Signalbox_m1
Object.absolutePosition 1600.07/65.67/1413.87 < Leave Alone
Object.rotation -2.40/0.00/0.00 < Leave Alone

Replace It With

Object.create Radio
Object.absolutePosition 1600.07/65.67/1413.87 < Leave Alone
Object.rotation -2.40/0.00/0.00 < Leave Alone

----------------------------------------
Save Your staticobjects.con File And Then Add It Back Into Your Map.. Congradulations, It's Working :)


Adding a skybox to your map


first you must have the texture.rfa file from the mod you want to use the sky from extracted to a folder so you can use the sky.dds files for your map..

we will be using the monte cassino sky to be put into our map..

in the folder you extracted the texture files to you will need to look for the 6 sky_cassino.dds file

now in your map make a customtexture folder and copy and paste the 6 .dds files in there.

now you need to open the sunandsky.con file in the init folder with notepad and see what sky its calling for ..it will look like this

GeometryTemplate.create StandardMesh SkyBox
GeometryTemplate.file Sky_Berlin_m1
Sky.initSky
its usually about half way down in the file...

now we need to change the name of all 6 .dds files (just right click on file and choose rename)...this is the origionals

sky_cassino_01.dds

sky_cassino_02.dds...up to _06.dds

now change them to this

sky_berlin_01.dds

sky_berlin_002.dds...up to _006.dds

now add this line to the init.con in the main folder

textureManager.alternativePath ../../bf1942/levels/map name here/customtextures

now pack up your map and the sky should be a monte cassino sky

if the sky shows as origional sky look in the textures folder and see if there any sky files in there..if there are delete them...some maps have the sky files in the textures folder..

 

 

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