"Is it possible to edit the events for the model without having the original
model and its qc file?"

You could decompile the model and try recompiling it back like you want.

OR

WARNING BELOW IS A HACK !

//START HACK

HACK: you could go client side in entity.cpp in HUD_StudioEvent() and
intercept the sound event and play the sound you want depending on the
weapon model. Although this is just off the top of my head and not to
mention a HUGE HUGE hack =).

//END TERRIBLE HACK

But this all goes back to what you mentioned as well "I don't plan on using
this in one of my mods without the modeler's permission."

I would not suggest using anything unless you have permission.

-Brandon Russell
Programmer for
Day of Defeat

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com]On Behalf Of Jonathan Day
Sent: Thursday, October 17, 2002 9:07 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: Sounds automatically called?


That is so weird that you replied.  Of all the peopl here, you replied.

It's weird, because I wrote the code for this m4a1 based on your m16
tutorial at the Coding Collective site.  I just used some m4a1 model to
practice with.

Seriously...it's like those levi comercials...the one with the dead emu in
the back seat that's not dead so the driver crashes into a pool hall where
the emu sorority girls are.  OK, it's not exactly like that...but you know
what I mean.

Anyway, onto the coding stuff.  Is it possible to edit the events for the
model without having the original model and its qc file?  This just for
practice, of course...I don't plan on using this in one of my mods without
the modeler's permission.  But, right now I'm just figuring things out.

Jonathan Day
Trepid
http://www.trepid.net




> At 04:53 PM 17/10/2002 -0400, you wrote:
>> Does DefaultReload() automatically call sounds that look like they're
>> related to the gun?  Cause, I never told it to use these sounds in my
>> sound\weapons folder, but it's using them anyway.  Like
>> uh....m4a1_clipout.wav.  I never told it to use it, but it uses it.  At
>> first I figured maybe the default sound was similar to the one in my
>> mod's
>> folder...but I edited the sound, and it was actually the sound in my
>> folder.
>>
>> So, apparently it uses the sound even without me asking to use it.  I
>> mean,
>> I was going to make it use it anyway, but it did it before I wrote the
>> code.
>> I wouldn't have a problem with this if it was just timed right.  The clip
>> is
>> taken out in the animation, but the sound is a little delayed...so it's
>> buggin' me.
>>
>> It's not just the clipout sound, it's all the sounds related to the m4a1.
>
> The sounds for certain things are compiled into the model as events that
> play when the animation is played.  For example, here is the line for the
> reload animation for our AK47.  As you see, it plays the clipout.wav on
> frame 13 of the animation and the clipin on frame 42.  This is in the QC
> file that is used to compile the model.
>
> $sequence reload6 "reload6" fps 30 { event 5004 13
> "weapons/ak47_clipout.wav" } { event 5004 42 "weapons/ak47_clipin.wav" }
>
>
>
> Rob Prouse (Commando)
> Tour of Duty Mod
> http://www.tourofdutymod.com
>
>
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