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Adding Sounds To Portal 2 SDK

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How do you put in GLaDOS dialog from portal into your portal 2 map?

Haven't uploaded any maps yet. :(

Basically, you can't. It's copyright infringement.

If you REALLY want to, and aren't going to release the dialogue with your map, you can extract the sounds from

Code: Select all
portal content.gcf/sound/vo/aperture_ai

.

Falsi sumus crusto!
FelixGriffin wrote:
Basically, you can't. It's copyright infringement.

If you REALLY want to, and aren't going to release the dialogue with your map, you can extract the sounds from

Code: Select all
portal content.gcf/sound/vo/aperture_ai

.

Is there anyway to put your own voice in the map?

Haven't uploaded any maps yet. :(

Yes, there are a few options. First you'll need to record your voice, save it as a WAV file in portal2/sound/vo/faja or the like. The easy way is to add an ambient_generic to your level, with that sound. But to get it to work just like in the real game, with the dings before and after and not playing while paused, you need to make a full mod. It's really hard, so you probably don't want to do that.

Falsi sumus crusto!

The dings are simple. I nicely made up how to set one up through some scripts. (click my sig to find it)

If you are lazy however: you could always play the subsequent scenes through a logic_choreographed_scene with your own timing (I believe there is a OnCompletion output so you can play scenes straight after each other).
The good thing about scenes is people in other languages will speak in their language (or if their language didn't get recorded by Valve: subtitles).

Or if you are even lazier than that: play the ding sounds (preferably soundscripts so they can still see the subtitles) through an ambient_generic and trigger them through some timing.

?????????????????????????????TWP Releases | My Workshop

In my contest entry I just used scenes and bypassed glados.nut, and got a nice ding working. If you want to do it that way I can give you a sample instance.

Falsi sumus crusto!
FelixGriffin wrote:
Yes, there are a few options. First you'll need to record your voice, save it as a WAV file in portal2/sound/vo/faja or the like. The easy way is to add an ambient_generic to your level, with that sound. But to get it to work just like in the real game, with the dings before and after and not playing while paused, you need to make a full mod. It's really hard, so you probably don't want to do that.

See I don't really care about the dings and what not, but I can't even get it working it just says "missing from disk/repository", which I have no clue what it means. The dings aren't a must, but if I can get them in there easily, then I will.

Haven't uploaded any maps yet. :(
ChickenMobile wrote:
The dings are simple. I nicely made up how to set one up through some scripts. (click my sig to find it)

If you are lazy however: you could always play the subsequent scenes through a logic_choreographed_scene with your own timing (I believe there is a OnCompletion output so you can play scenes straight after each other).
The good thing about scenes is people in other languages will speak in their language (or if their language didn't get recorded by Valve: subtitles).

Or if you are even lazier than that: play the ding sounds (preferably soundscripts so they can still see the subtitles) through an ambient_generic and trigger them through some timing.

I don't know much about .nut so adding all those files is pretty much impossible to me, plus I am only really making 3 maps (right now), so the files don't seem like a must.

Haven't uploaded any maps yet. :(

snd_rebuildaudiocache

Falsi sumus crusto!
FelixGriffin wrote:
snd_rebuildaudiocache

Thanks and is there a super easy way to use my voice in the scene choreographer?

Haven't uploaded any maps yet. :(
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