L
Lazy Bastard
Guest
Hah, funny.Yup I written this page
Don't worry about it, myst6re. This is a hobby, not a job
Hah, funny.Yup I written this page
When I was trying to fix the observatory SFX, the first thing I tried to do was ditch the Akao 23 and put the SFX onto four separate channels but the same issue occurred; the 4th SFX would override the other 3 and be the only audible sound. There must be something about the SFX files themselves that's causing the problem; the function itself I think might be OK as it works under certain conditions when using other SFX.OPERATION 0x23:
Allows 4 effects to be played using channel 1, channel 2, channel 3, and channel 4. This is a short-hand way of using operation 0x28, 0x29, 0x2A, and 0x2B.
param1=Panning,
param2=Effect ID for channel 1
param3= Effect ID for channel 2
param4= Effect ID for channel 3
param5= Effect ID for channel 4
You see how ridiculous this is? It's just to save every last byte in some really crappy way. Again. Just confusing and useless. If not using my DLL, you can fix these broken OPERATIONs by just using the working counterparts. I.e., for operation 0x23, you'd use 0x28, 0x29, 0x2A, and 0x2B to set the 4 effects.
It's not even like 0x21,22,23 were even needed. They could have just checked to see if an argument was zero and then skipped if so - but stupidly they use 0 for the "stop effect".
Could be; the SFX in the observatory are all 1min+ in length but when I used SFX that were only a couple seconds in length it seemed to work okay.A silly question from my side, but what if the sound buffer of the game is to small? Though it really is only an idea which springs into my mind. I mean we shouldn't forget that the PC at the time weren't so potential as they are now.
There is a walkmesh editor included and it is very full featured, but even after learning it can be tricky. The game requires defining what triangle edge leads into what triangle. so for example line 2-3 of triangle 53 leads into triangle 54, and to get back line 1-2 of 54 leads into 53. So not only does each point of the triangle have an x,y,z but also the edges have to be set. I'm fairly certain that an obj wouldn't have this information when you imported it back into the field file and you would still have to define all those edges. But if it could be worked out that would be a nice feature to have.I searched around inside to see if its possible to export the walkmeshes as obj or fbx files, but I couldn't find anything.
To export all the background layers export the files using the tool Palmer, then edit the png files with an image editor. After making your changes you use palmer to generate the modpath texture to get the changes in game. The palmer links seem to be dead, but I'm sure you can find it somewhere or someone can re-upload it.I also couldn't find a way to export the backgrounds complete with their animated parts.