[article] Using Custom Sounds in HL2
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Re: [article] Using Custom Sounds in HL2
Posted by Nickelplate on Tue Dec 21st at 11:28pm 2004



This is a discussion topic for the article "Using Custom Sounds in HL2" by Nickelplate which can be found here

Article description:

Inserting them into your map.






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Re: [article] Using Custom Sounds in HL2
Posted by Tracer Bullet on Wed Dec 22nd at 3:35am 2004


The validity of the points you raised are not being questioned. I simply don't feel that a 2 is an accurate evaluation. I'd say a five or a six is about as low as you could rate it objectively. The key piece of information, which is clearly conveyed by this tutorial, is not what name you need to use for the custom sound(s) folder. It is the fact that the GCF files are where hammer finds the recourses, and the additional fact that you can create folders as adjuncts to the standard archives. Any "f**ktard" with GCFScape and a reasonable amount of grey matter could figure out the rest, so why be picky about it?



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Re: [article] Using Custom Sounds in HL2
Posted by G.Ballblue on Sun Jan 16th at 9:59pm 2005






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Re: [article] Using Custom Sounds in HL2
Posted by Stardog on Fri Jan 28th at 4:24pm 2005


Damn, that was a badly written tutorial.

So he's trying to say you create a "sound" folder where the .GCFs are?
"D:Program FilesValveSteamSteamApps" are where my GCFs are.

So "D:Program FilesValveSteamSteamAppssoundairplaneexplode.wav" ???

But then he says you don't have to create the damn folders, and that the sound can be placed in the [root] of HLDM ("D:Program FilesValveSteamSteamAppsmy@emailhalf-life 2 deathmatchhl2mp")

WTF is he on about?




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Re: [article] Using Custom Sounds in HL2
Posted by Nickelplate on Fri Jan 28th at 6:11pm 2005


So in other words you didn't understand it, so I'm the stupid one? You need to know how HL2 is set up, folderwise, before you act like you know everything.



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Re: [article] Using Custom Sounds in HL2
Posted by Andrei on Thu Feb 17th at 11:46pm 2005


I don't get it; the tutorial was clear, to the point and helpful.



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Re: [article] Using Custom Sounds in HL2
Posted by Myrk- on Thu Feb 17th at 10:47pm 2005


Nickleplate is completely correct in this tutorial... If you don't understand don't rate.



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Re: [article] Using Custom Sounds in HL2
Posted by Gwil on Fri Feb 18th at 5:43pm 2005


The env_sound entity doesn't exist...



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Re: [article] Using Custom Sounds in HL2
Posted by tvvladimir on Thu May 25th at 9:04am 2006


Hey!!! smiley

I hav3e t3ried ur secodn method for putting sounds to D:Program FilesValveSteamSteamAppsmy@emailhalf-life 2 deathmatchhl2mpsound folder

and i made two entities: ambient_generic with roots: soundwave1.wav
and one with longer root D:Program FilesValveSteamSteamAppsmy@emailhalf-life 2 deathmatchhl2mpsoundwave1.wav but when i launch and try it out is says sounds not found smiley
please could smn explain how to root right the sound or IS IT TRUE THAT IF sound is exceed 44Khz (cd quality) it would say same message: Sound not found? because i used the sounds of the the guy called Jinx here in messgae board who has sounds good for hl1




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Re: [article] Using Custom Sounds in HL2
Posted by fishy on Sat May 27th at 12:57am 2006


Stardog was right, btw. it's a clumsy tut, that doesn't make anything clear. sorry Nick



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Re: [article] Using Custom Sounds in HL2
Posted by Nickelplate on Sat May 27th at 2:20am 2006


There, I've added some explanations. I've explained the basic concepts behind it now. if you still don't understand, sorry.



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Re: [article] Using Custom Sounds in HL2
Posted by fishy on Sat May 27th at 10:48pm 2006


I said the tut was clumsy and unclear, not that i lack understanding of the subject.



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Re: [article] Using Custom Sounds in HL2
Posted by Nickelplate on Sun May 28th at 8:09am 2006


Go home.




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