1. Join Texturing Contest #30 now in a legendary battle of mythological creatures!
    Dismiss Notice
  2. The Aftermath has been revealed for the 19th Terraining Contest! Be sure to check out the Results and see what came out of it.
    Dismiss Notice
  3. Melee Mapping Contest #3 - Results are out! Congratulate the winners and check plenty of new 4v4 melee maps designed for this competition!
    Dismiss Notice
  4. The winners of our cinematic soundtrack competition have been decided! Step by the Music Contest #11 - Results to check the entries and congratulate the winners!
    Dismiss Notice
  5. Check out the Staff job openings thread.
    Dismiss Notice

Adding sounds and attachments

Discussion in '3D Modeling Tutorials' started by Mechanical Man, Feb 14, 2007.

  1. Mechanical Man

    Mechanical Man

    Joined:
    Jan 18, 2005
    Messages:
    5,362
    Resources:
    39
    Models:
    30
    Icons:
    3
    Packs:
    1
    Maps:
    4
    Tutorials:
    1
    Resources:
    39
    Difficulty:
    Easy: 3/10

    Needed Tools
    Magos Model Editor


    ADDING SOUNDS

    Many of the custom models, mainly those from scratch, have no sound attached to it when dying or attacking. You can make the sound via trigger, but this way only one sound can be played at time, so if two buildings with that model die in a very short interval only one explosion will be heard. And triggers should be avoided when it is possible, making more mess and maybe also lag.

    The best method to add them is via Magos Model Editor.

    So, first open your model you wish to edit. Then select Windows->Node Manager. A new windows opens, right click on blank region (nothing selected) and click Create Event Object.
    createEventObject.JPG

    Double click a newmade event, which should be called UNNAMED. You will have a new window, where you can select the appropriate sound from Data scroll.
    selectSound.JPG

    After doing that, before you continue, go back to model editor and select Windows->Sequence Manager. Then choose the animation when you want the sound be played. Copy the number in the interval section in From: textbox.
    copyAnimInterval.JPG

    Return to Node Manager, the window of your new object should stay here. Right-click on Event track section and left-click Create New. Then you paste that number in textbox that appears.
    addEventTrack.JPG

    The value can be a little greater (especially for attack animation), but it must not exceed the end of animation (To: textbox). Then just click OKs and save your model.

    If you do not find any suitable sound, you can select any you will surely will not need and then import one of yours and override the path of sound you have chosen in in model editor (the path of sounds are in sound editor in WE).

    ADDING ATTACHMENTS

    Some of those models also do not have attachment points, or just not enough. Adding them is very simple. There are two types of attachments. Those which follow certain part of the body (arms, legs), and which stand still (origin).

    To create an origin attachment point, go to Node Manager and right-click on blank ground. Select Create Attachment.
    attachmentNode.JPG

    Then right-click it and select Edit Node (do not double-click it or select Edit, it has no real purpose here).
    CreateAttachment.JPG

    After that, in the name textbox name your attachment (how it should be ingame) and left those pivot points all 0 (this is because origin is at the center of the unit).
    dynamicAttachment.JPG

    The process of creating a dynamic attachment is very similar, except you must right-click on an existing bone, you wish the attachment to follow.
    editNode.JPG


    Here is Killst4r's Siege Tank which originally has no attachments but I added an origin attachment so I can use my EMP spell to immobilize it :smile:

    emp.JPG
     
    Last edited: Mar 28, 2007
  2. rulerofiron99

    rulerofiron99

    Joined:
    Jul 10, 2006
    Messages:
    3,129
    Resources:
    14
    Maps:
    4
    Spells:
    9
    Tutorials:
    1
    Resources:
    14
    Good tutorial, but you can add the following to the sounds section:

    If you want to use a custom sound, it usually needs the following settings:
    Rate: 22050 Hz (EDIT: 44100 also seems to work)
    Mono
    16-bit PCM
    (you can convert your sound using Audacity)

    There should also be a way to add your own sound strings by editing the .slk files in UI\SoundInfo (from the MPQ)
     
  3. Mechanical Man

    Mechanical Man

    Joined:
    Jan 18, 2005
    Messages:
    5,362
    Resources:
    39
    Models:
    30
    Icons:
    3
    Packs:
    1
    Maps:
    4
    Tutorials:
    1
    Resources:
    39
    Hah, first comment after 7+ years!

    The tutorial was aimed to use warcraft sounds. You can replace the sound in Sound editor, but the tutorial didn't cover custom sounds and is limited to use only modeling tools.
     
  4. Sclammerz

    Sclammerz

    Joined:
    Apr 12, 2014
    Messages:
    1,591
    Resources:
    3
    Skins:
    1
    Maps:
    2
    Resources:
    3
    Many thanks for this tutorial and the creator. :)
     
  5. gusanomental

    gusanomental

    Joined:
    Oct 16, 2013
    Messages:
    200
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Thanks for this tutorial. It's starting to take its well-deserved flight after all these years!
     
  6. yram44

    yram44

    Joined:
    Mar 26, 2011
    Messages:
    38
    Resources:
    0
    Resources:
    0
    Haha this tutorial helps me a lot! Thanks for making it @Mechanical Man
     
  7. Battleborn

    Battleborn

    Joined:
    Nov 13, 2017
    Messages:
    452
    Resources:
    3
    Skins:
    3
    Resources:
    3
    Is it possible if I put a custom sound file in the war.mpq without replacing one and use that custom path to a model death. Shall it work? :)
     
  8. Mechanical Man

    Mechanical Man

    Joined:
    Jan 18, 2005
    Messages:
    5,362
    Resources:
    39
    Models:
    30
    Icons:
    3
    Packs:
    1
    Maps:
    4
    Tutorials:
    1
    Resources:
    39
    I don't think so. But there are a huge number of different sound events and I doubt you need all of them. It may be possible via things like slk files, but I have no idea about it and it's not even modeling related anymore.