Export sound... then corrupted. Created 20 years ago2003-11-05 08:48:11 UTC by Steinin Steinin

Created 20 years ago2003-11-05 08:48:11 UTC by Steinin Steinin

Posted 20 years ago2003-11-05 08:48:11 UTC Post #3993
Everytime I try to export a sound from the pac0.pac the sound end up as a 0 kb file and unplayable. I'm using Wally.

Isn't Wally capable of doing this or is it something else?
Posted 20 years ago2003-11-05 09:36:02 UTC Post #3996
Maybe you have a corrupt .pak file
Posted 20 years ago2003-11-05 09:46:05 UTC Post #3999
I have had the same problem...i think its a bug in Wally..

Kepp trying, it worked for me when i tried several times in a row.. :)
Posted 20 years ago2003-11-05 10:17:04 UTC Post #4004
use pak explorer on the vlatitude files section
i never tried exporting sounds tho, but models work fine
Posted 20 years ago2003-11-05 15:12:14 UTC Post #4034
Yeah, it's a bug in Wally: extract twice to the same place and it'll be fine :nuts:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-06 05:03:14 UTC Post #4097
OK I got the file exported successfully but then I target it in worldcraft with the ambient_generic and when I the test the map it gives me a warning. The map begins to load but the sound isn't found and the processing... comes up and tries to do something for eternity.

What could be wrong? :confused:
Posted 20 years ago2003-11-06 08:27:52 UTC Post #4102
The sound needs to be in the sound folder of whatever game you are mapping for. For instance SIERRAHalf-Lifevalvesound for normal half-life. In the ambient generic, the wav name should begin with whichever subfolder the sound is in. For instance the bee buzzing sound would be entered as ambience/bee1.wav ...the slash there needs to be a forward slash...
Posted 20 years ago2003-11-06 10:10:17 UTC Post #4106
Could Capital letters be causing this? D:/HL

Here is the path were the file is but can't be found:
D:/HL/sm/sound/debris/beamstart1.wav
Posted 20 years ago2003-11-06 11:42:51 UTC Post #4111
YES!!! I got it working.

It's all the path's fault. It must be sound/ambience/beamstart1.wav
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