Author Topic: Help needed creating custom warp entry/ exit sound script for ships  (Read 2094 times)

Offline WileyCoyote

  • The Other Ship Builder
  • Posts: 2347
  • Cookies: 1222
  • Awesome-sauce factory owner
I was also thinking about creating a custom Warp Entry/Exit sound for JJ Federation ships. How can I do this?

I read the tutorial and it said that adding a custom warp sound for a ship is race specific. So I'll create a new race called JJ Universe and put my new ship inside of that. Am I right?
Please visit my Deviantart page at www.trekmodeler.deviantart.com.

My website is up! Download my ships here: http://www.michaelwileyart.com

Offline Shadowknight1

  • Posts: 1684
  • Cookies: 71
  • Star Trek Into Darkness
That pretty much is what you do.  YOu can do that even while keeping the ship under the Federation heading.

To Boldly Go...Again.

Offline WileyCoyote

  • The Other Ship Builder
  • Posts: 2347
  • Cookies: 1222
  • Awesome-sauce factory owner
This is the script for the Custom/ships:

Code: [Select]
##### Created by:
##### Bridge Commander Ship Menu Creator v2.1



import App
import Foundation



abbrev = 'WCJJConnie'
iconName = 'WCJJConnie'
longName = 'WC JJ USS Enterprise mk3'
shipFile = 'WCJJConnie'
species = App.SPECIES_AMBASSADOR
SubMenu = 'JJ Enterprise Class'
menuGroup = 'Fed Ships'
playerMenuGroup = 'Fed Ships'


Foundation.ShipDef.WCJJConnie = Foundation.FedShipDef(abbrev, species, { 'name': longName, 'iconName': iconName, 'shipFile': shipFile, 'SubMenu': SubMenu })


# Foundation.ShipDef.WCJJConnie.fMaxWarp
# Foundation.ShipDef.WCJJConnie.fCruiseWarp
Foundation.ShipDef.WCJJConnie.desc = "WC JJ USS Enterprise mk3"
Foundation.ShipDef.WCJJConnie.dTechs = {
# Here comes the AdonisTMPWarmUp script config
# The sequence describes the warm up, and it's reversed (timed correctly) on cool off
# The numbers are moments in time
# 2 requirements, the first moment is the normal texture, and the last moment
# On the other hand, you can also use startTrack and stopTrack, with the same config, but you can time it differently, and use different textures (if you want)
"AdonisTMPWarpStartUp": {
"track": {
"warpglows_glow": {
0.0: "data/Models/Ships/WCJJConnie/warpglows_glow.tga",
1.0: "data/Models/Ships/WCJJConnie/warpglows2_glow.tga",
}
}
}

}
if menuGroup:           Foundation.ShipDef.WCJJConnie.RegisterQBShipMenu(menuGroup)
if playerMenuGroup:     Foundation.ShipDef.WCJJConnie.RegisterQBPlayerShipMenu(playerMenuGroup)


if Foundation.shipList._keyList.has_key(longName):
      Foundation.ShipDef.__dict__[longName].friendlyDetails[2] = Foundation.shipList[longName].friendlyDetails[2]
      Foundation.ShipDef.__dict__[longName].enemyDetails[2] = Foundation.shipList[longName].enemyDetails[2]

Where in this would I add the script? What would it look like?
Please visit my Deviantart page at www.trekmodeler.deviantart.com.

My website is up! Download my ships here: http://www.michaelwileyart.com

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
take a look at my jjpack. It has its own sounds using race def.
Whatever knocks us back, can only make us stronger.

Offline WileyCoyote

  • The Other Ship Builder
  • Posts: 2347
  • Cookies: 1222
  • Awesome-sauce factory owner
I've tried your ships and your warp sounds do not work. I think it might be the sound format. And it's not the sound format.
Please visit my Deviantart page at www.trekmodeler.deviantart.com.

My website is up! Download my ships here: http://www.michaelwileyart.com

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
I've tried your ships and your warp sounds do not work. I think it might be the sound format. And it's not the sound format.

It works in the new KM beta but not the old.
Whatever knocks us back, can only make us stronger.

Offline King Class Scout

  • Posts: 1775
  • Cookies: 893
  • the other half of SFRD
I can confirm that. it also didn't work outside of KM either.  it only seems to work with 1.0 for me.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Mario

  • Senior Software Developer
  • Administrator
  • Posts: 2200
  • Cookies: 1707
  • Life is life
In short:
1. Create a new race, let's name it myRace
2. NanoFX now looks for a registered sound called myRaceEnterWarp and myRaceExitWarp
3. Create a sound plugin just like for weapons sounds using BCUT and name i.e. enterwarp.mp3 as myRaceEnterWarp and exitwarp.mp3 as myRaceExitWarp
4. Done
Acta, non verba.
aka USS Sovereign

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
In short:
1. Create a new race, let's name it myRace
2. NanoFX now looks for a registered sound called myRaceEnterWarp and myRaceExitWarp
3. Create a sound plugin just like for weapons sounds using BCUT and name i.e. enterwarp.mp3 as myRaceEnterWarp and exitwarp.mp3 as myRaceExitWarp
4. Done

I did not have to create a sound plugin for the warp sounds for my race.

Once I have the race def working I only had to drop my work enter/exit fx into a folder called the race name in the nanoFX warpfx sub folder in the scripts directory. This also worked for the Narada and the TMP connie updates I'm working on as well.
Whatever knocks us back, can only make us stronger.

Offline Mario

  • Senior Software Developer
  • Administrator
  • Posts: 2200
  • Cookies: 1707
  • Life is life
In short:
1. Create a new race, let's name it myRace
2. NanoFX now looks for a registered sound called myRaceEnterWarp and myRaceExitWarp
3. Create a sound plugin just like for weapons sounds using BCUT and name i.e. enterwarp.mp3 as myRaceEnterWarp and exitwarp.mp3 as myRaceExitWarp
4. Done

I did not have to create a sound plugin for the warp sounds for my race.

Once I have the race def working I only had to drop my work enter/exit fx into a folder called the race name in the nanoFX warpfx sub folder in the scripts directory. This also worked for the Narada and the TMP connie updates I'm working on as well.

Then I recommend you add a note to your readmes:

"Warp Sounds only work in Kobayashi Maru installs"--I'm not sure is it 1.0 or above. I wonder when support for something like this was added in there.

People never listen to me lol

edit: You might consider rephrasing my earlier suggestion: "Warp sounds work only on installs with GC 2.0"
Acta, non verba.
aka USS Sovereign

Offline King Class Scout

  • Posts: 1775
  • Cookies: 893
  • the other half of SFRD
Re: Help needed creating custom warp entry/ exit sound script for ships
« Reply #10 on: May 23, 2010, 07:12:53 AM »
hey, baz, the TMP ones never worked for me, just the JJ's.  I did check the sound files to hear what they sounded like.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: Help needed creating custom warp entry/ exit sound script for ships
« Reply #11 on: May 24, 2010, 05:04:16 AM »
The TMP sounds were only a beta so still needs work.
Whatever knocks us back, can only make us stronger.