MP5 with SFX

Results 1 to 10 of 10
  1. #1
    In Progress... FFXIV... Anju is offline
    MemberRank
    Oct 2010 Join Date
    Mist Ward 7 #38Location
    1,946Posts

    MP5 with SFX

    Info:
    I forgot that I had this finished this. Decided to apply the texture for this gun.
    I am also releasing the SFX for this gun if you want to make it a bit more realistic in your Gunz server. I'm still working on how they have different bit rate between the .wav and _2d.wav files in order to fix the sound effect upon the distance between you and the person that hears it.

    • Texture size: 448x448 resolution (261KB)
    • .WAV size total: 301KB
    • Mesh_name: smg_mp5 (not really needed, but you needed it)
      .ELU size: 64KB


    Preview:


    Download:


    OR!



    Credits:
    • Me - Mesh and texture
    • Activision - MP5 from Black Ops/2 and Modern Warfare series


    Got a problem? Fucking post the issue(s), ffs.


  2. #2
    Account Upgraded | Title Enabled! metalgunz is offline
    MemberRank
    May 2011 Join Date
    390Posts

    Re: MP5 with SFX

    Quote Originally Posted by Anju View Post
    Info:
    Got a problem? Fucking post the issue(s), ffs.
    Yes I haz a problem! =w= dat gun is just so beautiful! hehe jk ;P when did you make this O_O?

  3. #3
    2D > 3D Wucas is offline
    MemberRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: MP5 with SFX

    Resolution size of 448x448 will waste just as much memory as 512x512....When an image does not go into the correct division of 2 (2,4,8,16,32,64,128,256,512,1024...) it rounds up to the next value and creates NULL values for all the unused pixels.

    512-448=64 wasted pixels on either side. (64*512)+(64*448)=61440 NULL pixels, and to put that into perspective, a 256x256 image is 65536 pixels.

    I posted my issues, just like you said... Heu hue hue heu
    Last edited by Wucas; 23-11-12 at 07:45 AM.

  4. #4
    Account Upgraded | Title Enabled! Rejain is offline
    MemberRank
    Jul 2012 Join Date
    201Posts

    Re: MP5 with SFX

    i dont get it how do i add the fire and reload sh1t to the sfx ??

  5. #5
    In Progress... FFXIV... Anju is offline
    MemberRank
    Oct 2010 Join Date
    Mist Ward 7 #38Location
    1,946Posts

    Re: MP5 with SFX

    Quote Originally Posted by metalgunz View Post
    Yes I haz a problem! =w= dat gun is just so beautiful! hehe jk ;P when did you make this O_O?
    Made this a week before I started on that Terminal map, can't remember when

    Quote Originally Posted by Rejain View Post
    i dont get it how do i add the fire and reload sh1t to the sfx ??
    It's as simple as adding items in your client.
    You add the .WAV files in your effect.mrs (Sound/effect).
    Open up the effect.xml. Add in something like this;
    PHP Code:
    <EFFECT NAME="we_mp5_fire" MINDISTANCE="320"/>
    <
    EFFECT NAME="we_mp5_reload" MINDISTANCE="200" MAXDISTANCE="1000"/>

    <
    EFFECT NAME="we_mp5_fire_2d" type="3"/>
    <
    EFFECT NAME="we_mp5_reload_2d" type="3"/> 
    Then you're gonna have to make a copy of both the fire and reload sound for the type 3 effect.
    For example, we_mp5_fire_2d.wav and we_mp5_reload_2d.wav
    Now you would have to change the sound effect of the gun in your zitem.xml. Something like this;
    PHP Code:
    <ITEM id="##" name="MP5" mesh_name="smg_mp5" totalpoint="0" type="range"
            
    res_sex="a" res_level="0" slot="range" weapon="smg" weight="15" bt_price="30" delay="90"
            
    damage="7" ctrl_ability="50" magazine="32" maxbullet="160" reloadtime="5" slug_output="true"
            
    gadget_id="0" hp="0" ap="0" maxwt="0" sf="0" fr="0" cr="0" pr="0" lr="0" color="#FFFFFFFF"
            
    image_id="2" bullet_image_id="0" magazine_image_id="0" snd_reload="we_mp5_reload"
            
    snd_fire="we_mp5_fire" snd_dryfire="762arifle_dryfire" desc="// -"
            
    effect_id="5" />

    <
    ITEM id="##" name="MP5 (Dual Wield)" mesh_name="smg_mp5x2" totalpoint="0" type="range"
            
    res_sex="a" res_level="0" slot="range" weapon="smgx2" weight="30" bt_price="60" delay="90"
            
    damage="14" ctrl_ability="90" magazine="32" maxbullet="160" reloadtime="5" slug_output="true"
            
    gadget_id="0" hp="0" ap="0" maxwt="0" sf="0" fr="0" cr="0" pr="0" lr="0" color="#FFFFFFFF"
            
    image_id="2" bullet_image_id="0" magazine_image_id="0" snd_reload="we_mp5_reload"
            
    snd_fire="we_mp5_fire" snd_dryfire="762arifle_dryfire" desc="// -"
            
    effect_id="6" /> 
    weapon.xml
    Code:
    <AddWeaponElu name="smg_mp5" weapon_motion_type = "10" weapon_type = "14" >
    		<AddBaseModel name="smg_mp5" filename="[location of the mp5 elu file]" />
    	</AddWeaponElu>
    	<AddWeaponElu name="smg_mp5x2" weapon_motion_type = "11" weapon_type = "15" >
    		<AddBaseModel name="smg_mp5x2" filename="[location of the mp5 elu file]" />
    	</AddWeaponElu>
    Quote Originally Posted by Wucas View Post
    Resolution size of 448x448 will waste just as much memory as 512x512....When an image does not go into the correct division of 2 (2,4,8,16,32,64,128,256,512,1024...) it rounds up to the next value and creates NULL values for all the unused pixels.

    512-448=64 wasted pixels on either side. (64*512)+(64*448)=61440 NULL pixels, and to put that into perspective, a 256x256 image is 65536 pixels.

    I posted my issues, just like you said... Heu hue hue heu
    Just was in a hurry in releasing this since I'm not keeping most of the files that I have. I would of make the resolution different since .dds files only work if it is in the multiplicity of 4.

  6. #6
    Account Upgraded | Title Enabled! Rejain is offline
    MemberRank
    Jul 2012 Join Date
    201Posts

    Re: MP5 with SFX

    Quote Originally Posted by Anju View Post
    Made this a week before I started on that Terminal map, can't remember when


    It's as simple as adding items in your client.
    You add the .WAV files in your effect.mrs (Sound/effect).
    Open up the effect.xml. Add in something like this;
    PHP Code:
    <EFFECT NAME="we_mp5_fire" MINDISTANCE="320"/>
    <
    EFFECT NAME="we_mp5_reload" MINDISTANCE="200" MAXDISTANCE="1000"/>

    <
    EFFECT NAME="we_mp5_fire_2d" type="3"/>
    <
    EFFECT NAME="we_mp5_reload_2d" type="3"/> 
    Then you're gonna have to make a copy of both the fire and reload sound for the type 3 effect.
    For example, we_mp5_fire_2d.wav and we_mp5_reload_2d.wav
    Now you would have to change the sound effect of the gun in your zitem.xml. Something like this;
    PHP Code:
    <ITEM id="##" name="MP5" mesh_name="smg_mp5" totalpoint="0" type="range"
            
    res_sex="a" res_level="0" slot="range" weapon="smg" weight="15" bt_price="30" delay="90"
            
    damage="7" ctrl_ability="50" magazine="32" maxbullet="160" reloadtime="5" slug_output="true"
            
    gadget_id="0" hp="0" ap="0" maxwt="0" sf="0" fr="0" cr="0" pr="0" lr="0" color="#FFFFFFFF"
            
    image_id="2" bullet_image_id="0" magazine_image_id="0" snd_reload="we_mp5_reload"
            
    snd_fire="we_mp5_fire" snd_dryfire="762arifle_dryfire" desc="// -"
            
    effect_id="5" />

    <
    ITEM id="##" name="MP5 (Dual Wield)" mesh_name="smg_mp5x2" totalpoint="0" type="range"
            
    res_sex="a" res_level="0" slot="range" weapon="smgx2" weight="30" bt_price="60" delay="90"
            
    damage="14" ctrl_ability="90" magazine="32" maxbullet="160" reloadtime="5" slug_output="true"
            
    gadget_id="0" hp="0" ap="0" maxwt="0" sf="0" fr="0" cr="0" pr="0" lr="0" color="#FFFFFFFF"
            
    image_id="2" bullet_image_id="0" magazine_image_id="0" snd_reload="we_mp5_reload"
            
    snd_fire="we_mp5_fire" snd_dryfire="762arifle_dryfire" desc="// -"
            
    effect_id="6" /> 
    weapon.xml
    Code:
    <AddWeaponElu name="smg_mp5" weapon_motion_type = "10" weapon_type = "14" >
    		<AddBaseModel name="smg_mp5" filename="[location of the mp5 elu file]" />
    	</AddWeaponElu>
    	<AddWeaponElu name="smg_mp5x2" weapon_motion_type = "11" weapon_type = "15" >
    		<AddBaseModel name="smg_mp5x2" filename="[location of the mp5 elu file]" />
    	</AddWeaponElu>

    Just was in a hurry in releasing this since I'm not keeping most of the files that I have. I would of make the resolution different since .dds files only work if it is in the multiplicity of 4.

    Ok thank you dude, but in game i hear the rifle sound i double checked the effect.xml and i put the .wav files in sound/effect.mrs and checked the zitem but still dosent work .. btw did you test it ?

  7. #7
    In Progress... FFXIV... Anju is offline
    MemberRank
    Oct 2010 Join Date
    Mist Ward 7 #38Location
    1,946Posts

    Re: MP5 with SFX

    Are you sure you put four files in your effect.mrs? we_mp5_fire.wav, we_mp5_fire_2d.wav, we_mp5_reload.wav, and we_mp5_reload_2d.wav?

  8. #8
    Account Upgraded | Title Enabled! Rejain is offline
    MemberRank
    Jul 2012 Join Date
    201Posts

    Re: MP5 with SFX

    Quote Originally Posted by Anju View Post
    Are you sure you put four files in your effect.mrs? we_mp5_fire.wav, we_mp5_fire_2d.wav, we_mp5_reload.wav, and we_mp5_reload_2d.wav?
    Code:
    <EFFECT NAME="we_mp5_fire" MINDISTANCE="320"/>
    <EFFECT NAME="we_mp5_reload" MINDISTANCE="200" MAXDISTANCE="1000"/>
    <EFFECT NAME="we_mp5_fire_2d" type="3"/>
    <EFFECT NAME="we_mp5_reload_2d" type="3"/>
    Obv not together in diffrent lines but i dont think it matters..

    EDIT : forgot to add the zitem in server side it fixed that problem THANK YOU VERY MUCH awesome sounds great job.

  9. #9
    2D > 3D Wucas is offline
    MemberRank
    Dec 2008 Join Date
    In your bed :3Location
    2,523Posts

    Re: MP5 with SFX

    Quote Originally Posted by Anju View Post
    Just was in a hurry in releasing this since I'm not keeping most of the files that I have. I would of make the resolution different since .dds files only work if it is in the multiplicity of 4.
    This is true for any image type.... Once loaded into the gpu it has to be a division of 2. Just scale it down to 256x256... Anything larger is overkill and should be reserved for map objects and NPC/cloth textures.

  10. #10
    Yaaay! Tannous is offline
    MemberRank
    Jul 2012 Join Date
    KonohaLocation
    840Posts

    Re: MP5 with SFX

    Oh man, you always come with great surprises, I like your threads ;)



Advertisement