where could i get a sound for a.... Created 19 years ago2005-09-15 05:20:11 UTC by Ansith Ansith

Created 19 years ago2005-09-15 05:20:11 UTC by Ansith Ansith

Posted 19 years ago2005-09-15 05:20:11 UTC Post #134800
where could i get the sound for a generator or any type of machine for hl1? i can't seem to find one
Posted 19 years ago2005-09-15 07:55:48 UTC Post #134807
ambience/industrial4.wav

The best machine sound in HL.
Posted 19 years ago2005-09-15 08:14:23 UTC Post #134813
hmm i like them both i might use both then
Posted 19 years ago2005-09-15 08:57:46 UTC Post #134819
Download Wally and check the .pak file for HL, there you will find all the sounds
Posted 19 years ago2005-09-15 22:22:44 UTC Post #135008
i got another problem when the game starts to load up my map after compiling it says soming like the sound cannot be prossesed it does somthing like this when i try to add a gonome :(
Posted 19 years ago2005-09-16 04:29:46 UTC Post #135023
when you write in the target of the sound , don't write the whole path (C:sierrahalflife...........) but just the folde where the files are in the pak file(eg: ambience*desired sound*) ;)
Posted 19 years ago2005-09-16 04:32:04 UTC Post #135025
Download Wally
Cough QPed 211 Cough
monster_urby monster_urbyGoldsourcerer
Posted 19 years ago2005-09-16 04:33:50 UTC Post #135026
i used jeds to extract it would that work??? i think that might be the problem if not
Posted 19 years ago2005-09-16 04:46:05 UTC Post #135030
Why would you need to extract a sound that is in the pakfile?
Are you going to modify it or something?
Just do what Weeman said. Write the path starting with the directory inside "sounds"

Examples:
ambience/waterfall3.wav
common/launch_deny2.wav
gman/gman_nowork.wav
Posted 19 years ago2005-09-16 05:11:25 UTC Post #135034
Yeah, you don't need to extract anything. I'm just saying QPed 211 is better for browsing through and previewing the sounds.
monster_urby monster_urbyGoldsourcerer
Posted 19 years ago2005-09-16 05:24:29 UTC Post #135038
dident work for me :(
Posted 19 years ago2005-09-17 15:24:33 UTC Post #135289
Try this for some more details on custom sounds using the ambient generic entity.

While the entity guide is dated, It's still useful for general Info. Search the forums for ambient_generic/custom sounds/pak/etc., for more detailed info.

A couple of notes:

Some HL sounds have cue points, and some don't. Ones with will loop continously 'till triggered off, and ones without will only play once until triggered again, regardless of flags/settings.

If you edit cue points on HL sounds--I use Goldwave--you'll need to include the edited .wavs with your map distribution. Hopefully the sound you need has cue points, so you don't have to mess with it.

I personally--while using a pak explorer--copy all the original HL sounds into my Hammer/sound folder. This way, I can check them out without another piece of software. 'Do the same thing with models and sprites too.

If you can't get it to work, check out someones map that has sound, and see how they did it. Decompile if you have too, but many maps here come with the .rmf file so you can edit/look.
Posted 19 years ago2005-09-18 16:18:04 UTC Post #135577
ambience/mechwhine.wav is the best :o
Posted 19 years ago2005-09-18 16:24:18 UTC Post #135581
Getting a recorder into a factory is better.

Not that I do that, but hey... ;)
Posted 19 years ago2005-09-19 10:30:36 UTC Post #135699
im doing a tutorial on custom sounds. be in the vault soon. :biggrin:
Posted 19 years ago2005-09-19 12:51:13 UTC Post #135719
Isn't there already a tutorial on the pak file? :nervous: For you probebly mean a tutorial on ambient generics,right? :quizzical:
Posted 19 years ago2005-09-19 12:58:26 UTC Post #135723
Well, he means what he says. A tutorial on custom sounds. Not much to do with PAKs or GCFs.

I think that's second in my pile. I'll get it up soon-ish.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-19 12:59:04 UTC Post #135725
Whats the first? :
Posted 19 years ago2005-09-19 13:47:17 UTC Post #135739
My mistake, third. The newest is on Steam mod splash screens, then there's yours, on the trigger_changetarget, then the custom sound one too. habboi wrote one which is knocking about somewhere, too, on tracktrains, I think, and there are two more modelling gems from BJ. I'll try and palm some off on Ant, as he's finished school now :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-19 13:51:01 UTC Post #135744
Didn't chickenfist had a tutorial too,he told me so? : Habboi is doing a tutorial on tracktrains? :tired:
Posted 19 years ago2005-09-19 13:57:46 UTC Post #135746
The Steam one is ChickenFist's.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-19 14:08:01 UTC Post #135752
And habboi's? :|

Chacking the new bbcode:

 __________
/
|               |
_________/
What does it do? :zonked:
Posted 19 years ago2005-09-19 14:09:46 UTC Post #135753
I proposed a func_veichle tut...
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-19 14:45:11 UTC Post #135771
Read the news post, Elon.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-19 14:46:18 UTC Post #135772
Yeah I figured out my self.

^  ^
'  '
__/
I's really good for smily making! :sarcastic:
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