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[Tutorial] Adding sounds to SP weapons (in multiplayer)
#1
Following from the last guide How to import Weapons from SP to MP in Black Ops using Mod Tools this will teach you how to add sounds for the weapons.

This tutorial also assumes you have common *modding* knowledge & that you have a text editor
This is also my first real guide that I put together XD

We will start by creating the directories
In your mod directory create a new folder called "soundaliases"
Inside that folder create another folder called "zones"
Once again inside of the zones folder create two more folders called: "radverb" and "snapshot"

[Image: 3519uvc.png]

Now the CSV files
you will create four different CSV files named:
Code:
default_mymod.all.csv
default_mymod.english.csv
default_mymod.snapshot.csv
default_mymod.radverb.csv
In every CSV file place these lines of code at the top of the file (this is how the game interprets the data)
default_mymod.all.csv and default_mymod.english.csv:
http://pastebin.com/NQzjEdVd
default_mymod.radverb.csv:
http://pastebin.com/YDbGLqGc
default_mymod.snapshot.csv:
http://pastebin.com/fhA8BZ9Q

Move "default_mymod.snapshot.csv" to "soundaliases/zones/snapshot"
Move "default_mymod.radverb.csv" to "soundaliases/zones/radverb"
Move "default_mymod.all.csv" to "soundaliases/zones"
Move "default_mymod.english.csv" to "soundaliases/zones"

[Image: bijt3p.png]

Finding the lines of code to import the weapon sounds
Start off by navigating to your black ops directory then raw\soundaliases\zones\
Open the file called DEFAULT_SP.all.csv in a text editor
Now press CTRL+F to open the search box
You will search for the name of your gun that you imported from SP
I used ray_gun_zm, so I am going to search for "wpn_ray_" (without quotes)

[Image: 20r475h.png]

Select the entire block of text until you see the last wpn_ray_ line.
Now copy that entire selected block of text and paste it into the file: "<your mod>/soundaliases/zones/default_mymod.all.csv"

[Image: 2ue2pf9.png]
[Image: 2q0sowj.png]

Importing the CSV table in Mod Tools
Click on the Edit Zone Source button
then as explained in the picture below add the line: sound,default_mymod

[Image: 25ums0l.png]

Now just compile your mod and you should be set!
Note: If you get the error "ERROR: aliases failed to load" just ignore it, your sounds will still load.


Any errors in this guide or need something explained? Post something below.
[Image: b_560_95_1.png]
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#2
Thx a lot! Angel
  Reply
#3
you guys need to click the thanks button for this guy IMO

<3
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#4
This is amazing, how did you find this out by the way :o

Edit: But I can't get it to work, my console is spammed with

Quote:ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'dist_min'
ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'envelop_max'
ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'min_priority_threshold'
ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'entity_limit_count'
ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'volume_min_falloff_curve'
ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'context_value'
ERROR: soundaliases/zones/default_mymod.english.csv is missing column 'randomize_type'

etc.. :S
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#5
(06-25-2011, 02:40)Madnesslink5 Wrote: ........

In *****every****(which are all four) CSV files place this line of code at the top of the file (this is how the game interprets the data)
Code:
name,file,template,loadspec,secondary,group,vol_min,vol_max,team_vol_mod,dist_min,dist_max,dist_reverb_max,volume_falloff_curve,reverb_falloff_curve,volume_min_falloff_curve,reverb_min_falloff_curve,limit_count,limit_type,entity_limit_count,entity_limit_type,pitch_min,pitch_max,team_pitch_mod,min_priority,max_priority,min_priority_threshold,max_priority_threshold,spatialized,type,loop,randomize_type,probability,start_delay,reverb_send,duck,pan,center_send,envelop_min,envelop_max,envelop_percentage,occlusion_level,occlusion_wet_dry,is_big,distance_lpf,move_type,move_time,real_delay,subtitle,mature,doppler,futz,context_type,context_value,compression,timescale,music,fade_in,fade_out,pc_format,pause,stop_on_death,bus,snapshot,voice_limit,file_xenon,file_size_xenon,file_ps3,file_size_ps3,file_pc,file_size_pc,file_wii,file_size_wii,source_csv,language

you didn't read carefully
[Image: b_560_95_1.png]
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#6
awesome nukem, thanks
  Reply
#7
GREAT TUTORIAL!
--
  Reply
#8
+1'ed rep for this tutorial.
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#9
Very great tutorial man, i think we have one of the best coders here Tongue

Thanks For everything Barata...
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#10
(06-25-2011, 05:56)[CoDBOMod]Nukem Wrote:
(06-25-2011, 02:40)Madnesslink5 Wrote: ........

In *****every****(which are all four) CSV files place this line of code at the top of the file (this is how the game interprets the data)
Code:
name,file,template,loadspec,secondary,group,vol_min,vol_max,team_vol_mod,dist_min,dist_max,dist_reverb_max,volume_falloff_curve,reverb_falloff_curve,volume_min_falloff_curve,reverb_min_falloff_curve,limit_count,limit_type,entity_limit_count,entity_limit_type,pitch_min,pitch_max,team_pitch_mod,min_priority,max_priority,min_priority_threshold,max_priority_threshold,spatialized,type,loop,randomize_type,probability,start_delay,reverb_send,duck,pan,center_send,envelop_min,envelop_max,envelop_percentage,occlusion_level,occlusion_wet_dry,is_big,distance_lpf,move_type,move_time,real_delay,subtitle,mature,doppler,futz,context_type,context_value,compression,timescale,music,fade_in,fade_out,pc_format,pause,stop_on_death,bus,snapshot,voice_limit,file_xenon,file_size_xenon,file_ps3,file_size_ps3,file_pc,file_size_pc,file_wii,file_size_wii,source_csv,language

you didn't read carefully

I did read carefully.
I added that chunk of text to the first line of every csv file (.english,.all,.radverb,.snapshot), then added the weapon code to .english, the few lines below it. Then edited zonezource, built mod and about 1000 errors came up saying default_mymod.english.csv has missing columns. The mod still compiled but there were no sounds.
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