Breldur, my new age

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Re: Breldur, my new age

Postby Jonnee » Fri Jan 21, 2011 2:02 pm

Just one question today:
Can we use specular maps if we are using Blender for age writing?
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Re: Breldur, my new age

Postby Jojon » Sun Jan 23, 2011 12:33 pm

Not as far as I know, but I know little -- maybe with Chloe's branch..?

If persistant, I suppose you could prpshop the layer, after exporting... :7
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Re: Breldur, my new age

Postby tachzusamm » Sun Jan 23, 2011 1:15 pm

Looking at the PyPRP sources, I find specularity color (SpecCol) IS handled in some way; however, I don't understand what it does in detail, if it's fully implemented (exported to an age), or how it should be used.
Maybe it's just part of the older age import routines. But that's just a guess.
I assume the best idea would be to try it out and see what happens. ;)

Oh, wait... you were talking about specularity MAPS. *sigh*
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Re: Breldur, my new age

Postby Jonnee » Thu Feb 03, 2011 11:11 pm

Hi friends!

I kust want to keep you up to date today.
I'm still very busy with Breldur. But I can't post any screenshots right now. I don't want to betray to much. 8-)

Just a AlcScript question:
I tried to add some of Cyan's sounds into the age. But exporting failed, because it seems for me that the file names of these sounds are much to long for the AlcScript code.
Anyone has the same problem? How did you solve it?

Hugs, Jonnee
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Re: Breldur, my new age

Postby Lontahv » Thu Feb 03, 2011 11:18 pm

Try just putting a relative path rather than a global one (forgive me if this is what you're already doing). Something like "sfx/filename.ogg" should be sufficient.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Breldur, my new age

Postby andylegate » Fri Feb 04, 2011 4:43 am

Make sure you have your file path in Blender set to where you have your sounds at.

Wasn't file name length fixed in PyPRP? I remember a problem with it, but could have sworn that the last version that was put out fixed that.
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Re: Breldur, my new age

Postby Jonnee » Fri Feb 04, 2011 10:51 am

andylegate wrote:Make sure you have your file path in Blender set to where you have your sounds at.


For sure I did so. 8-)

I was not able to export the age with one of my own, self created sound files. The file name "Breldur_Earthquake.wav" was too long. I just renamed it into "Breldur_Earth.wav" -> and suddenly it worked. Same happend to "Breldur_DoorMetall.wav". But exporting "Breldur_DoorMet.wav" works as well.

So... Now there are many filenames like "psnlWaterfall03_Loop-Right" with too many characters. I can't imagine that a relative path should fix the problem, because I would add much more characters by adding the file path. :?:
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Re: Breldur, my new age

Postby andylegate » Fri Feb 04, 2011 10:55 am

wait....... you are exporting with .wav not .ogg ?

Grrrr. Been too long for me to remember since all I use is Max and Cyan's plugin now. With it you directly select the .ogg file. Except when you're are setting up EAX for echos. I'll have to go check it out.
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Re: Breldur, my new age

Postby andylegate » Fri Feb 04, 2011 11:00 am

Jonnee,

try exporting with your file path set to where the .ogg files are, and reference that name. Since we don't have to load up the sound file in Blender, you can export with your ALCscript pointing right to the .ogg file:

http://www.guildofwriters.com/wiki/Addi ... in_Blender
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Re: Breldur, my new age

Postby Jonnee » Fri Feb 04, 2011 12:09 pm

Oh! :o I did not notice that change. I'm still using the old way as I was teached a long time ago... 8-) But I will give it a try.

So if I understand you right, at first I have to put my blender file into the sfx folder, and then my code should look like this?
Code: Select all
SFX_Music1:
     type: soundemit
     sound:
          flags:
            - autostart
            - looping
            - is3dsound
          file: Breldur_Heart1.ogg
          volume: 1
          type: BackgroundMusic
          maxfdist: 250
          minfdist: 10

After exporting and running the game the engine knows by itself where to get the soundfile from?
(Just for my own understanding. Because not every explorer will have the same file path for the POTS installation...)

PS: Oh my god!! I thought I can see the end of writing Breldur coming soon. But now I have to change around 80 soundfile codes. :lol:
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