I think we should probably wait until it's a little closer to completion, so we can explore it and whatnot and figure out a fitting story from there.
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I think we should probably wait until it's a little closer to completion, so we can explore it and whatnot and figure out a fitting story from there.
I always say this, but what the heck. Do your lightmaps in mental ray. It would add even more atmosphere to what's already a crazy atmospheric map. Hth.
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool sounds levels\revelations\devices\revelationsdoor\sounds wav 2822
Couldn't read map file './toolbeta.map'
Importing levels\revelations\devices\revelationsdoor\sounds
Couldn't read file dooropen
Flibit made a door sound, and wants to know how well it fits, so I'm here trying to import it, what am I doing wrong?
E:
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool sounds levels\revelations\devices\revelationsdoor\sounds ogg 1
Couldn't read map file './toolbeta.map'
Importing levels\revelations\devices\revelationsdoor\sounds
Compressing...
EAX: 0x00100000
EBX: 0x00350000
ECX: 0x00000001
EDX: 0x000007FF
EDI: 0x02EF0F70
ESI: 0x02EAD470
EBP: 0x0018E360
ESP: 0x0018E338
EIP: 0x77D2D4F6, 32 4E 02 F6 ?????
00000002 ?????
00217AED ?????
7C34218A ?????
76B8FD27 ?????
77CFAC29 ?????
77CFB041 ?????
EXCEPTION_ACCESS_VIOLATION
EXCEPTION (that's all I know!)
ogg = gtfo
First, did you download the ogg patch/fix/update from Halomaps? p0lar compiled a zip of new dlls.
Regardless, OGG is "reserved" for music, ambient sound, and dialogue. Impulse SFX should be XBox ADPCM.
Is the source file you're compiling a mono, 22khz uncompressed WAV? Did you remember to close it in your sound editor?