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Need some advise on custom conversation creation

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Brainstone wrote:
Only chosen the wrong file for the .zip folder. "tchinese" comes after "tAA_english"

Now that is strange that you can still see the captions, as the .dat is only in the packed BSP, not in the file you downloaded. But when I tested the captions on my PC, it couldn't display them without a .dat file.
I have now added the right file.

Does that mean in his case it read the .dat from the map file?

EDIT: Answer is YES you can pak it. I didn't install the .dat files, just the map, and it showed up.

Also about particles: There's a per-map particle.txt file setup you can use, so while the manifest is per-game-session those are per-map. I haven't tested if it works in Portal 2 but it works in Portal.

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As far as I can remember from my own tests, particle effects need to be loaded with the game start (of course by using the per map manifest).

That may be informative, but I don't wan to use particles (I once wanted to include one songle particle system, but then decided not to). :lol:

What I would really like to know:
- Do .mp3s need a special form when packed into the bsp?
- How can I be sure that they will be loud enough?

The Aperture Alpha
A map pack coming soon. - click for more information
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Brainstone wrote:
What I would really like to know:
- Do .mp3s need a special form when packed into the bsp?
- How can I be sure that they will be loud enough?

MP3s don't need any special format.
To be sure if they are loud enough... well test it! If you use Play Everywhere they are as loud as in your media player.
If you use a radius you should use gamesounds/soundscripts to give them a more precise range. https://developer.valvesoftware.com/wiki/Soundscripts

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