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Posted (edited)

Darkradiant feature request (or idea):

 

Add a button "Make efx file from info_locations".

When you click it, it creates an efx formatted file with all the in the map existing info_locations and safes it automatically in an efxs folder in your fm folder. So then you only have to add the relevant presets for all the info locations.

 

Maybe something for a Python script?

Edited by datiswous
  • Like 1
Posted

Why not just skip the efx file altogether and set the preset directly on the location entity: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Location_Entity_Method

  • Like 1

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Posted
4 hours ago, Frost_Salamander said:

Why not just skip the efx file altogether and set the preset directly on the location entity

Well in my case I make the efx for other people's missions and therefore it's more confiniant to have it external. I find it also less confiniant that the spawnarg method takes precedence. Seems like a bad decission.

Posted
5 hours ago, datiswous said:

Well in my case I make the efx for other people's missions and therefore it's more confiniant to have it external. I find it also less confiniant that the spawnarg method takes precedence. Seems like a bad decission.

Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076

I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.

 

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

Posted (edited)
23 hours ago, Frost_Salamander said:

The reason for the precedence choice was to support dynamic EFX in the future

With dynamic you mean efx that can be changed via scripts/triggers/etc. ? Is it already possible?

Edited by datiswous
Posted
6 hours ago, datiswous said:

With dynamic you mean efx that can be changed via scripts/triggers/etc. ? Is it already possible?

Yeah that was the new feature we discussed.  It's not possible now, no (at least I don't think so, I don't remember if I ever actually tried it since the spawnarg went in).  I was going to look into it when implementing the preset spawnarg but didn't get around to it.  You can dynamically change the ambient sound, however (see the thread linked above).

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

Posted (edited)

Yeah ok but you can change spawnargs via script. Do you know a script that changes a spawnarg, because then the script could be altered to change the efx spawnarg instead. It's nice to know if this works or not.

Edit: Changing spawnrgs after load doesn't work, I gathered, because they only happen when the entity is spawned (at mission start usually).

Unfortunately I have not digged enough into scripting to make such scripts myself.

Edited by datiswous
Posted
23 minutes ago, datiswous said:

Yeah ok but you can change spawnargs via script. Do you know a script that changes a spawnarg, because then the script could be altered to change the efx spawnarg instead. It's nice to know if this works or not.

Unfortunately I have not digged enough into scripting to make such scripts myself.

I do it here (along with ambient light) in Lieutenant 2: https://github.com/FrostSalamander/fsx/blob/7e9bb0c837fc479503072f7dc443067ea59700aa/maps/fsx.script#L215

  • Like 1

TDM Community Github: https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000: The Hare in the Snare, Part 1

The Lieutenant Series: In Plain Sight  High Expectations Foreign Affairs A Reciprocal Gambit

Posted (edited)
12 hours ago, Frost_Salamander said:

I do it here (along with ambient light) in Lieutenant 2

Does it work like this with efx?

    sys.getEntity(stoneroom_2).setKey("efx_preset", "CASTLE_SMALLROOM");

Stoneroom_2 is the info_location entity then? 

Edited by datiswous
Posted (edited)

So I was thinking, since these are now placed in entities, you could make an entity def for different info_locations. Then you could reuse these in missions. Then you can just select it in DR and get the correct efx.

Like this.

Entity def:

efx_infoloc_STONEROOM
{
	"inherit" "info_location"
	"efx_preset" "STONEROOM"
}
efx_infoloc_CASTLE_SMALLROOM
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_SMALLROOM"
}
efx_infoloc_CASTLE_SHORTPASSAGE
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_SHORTPASSAGE"
}
efx_infoloc_CASTLE_MEDIUMROOM
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_MEDIUMROOM"
}
efx_infoloc_CASTLE_LARGEROOM
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_LARGEROOM"
}
efx_infoloc_CASTLE_LONGPASSAGE
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_LONGPASSAGE"
}
efx_infoloc_CASTLE_HALL
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_HALL"
}
efx_infoloc_CASTLE_CUPBOARD
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_CUPBOARD"
}
efx_infoloc_CASTLE_COURTYARD
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_COURTYARD"
}
efx_infoloc_CASTLE_ALCOVE
{
	"inherit" "info_location"
	"efx_preset" "CASTLE_ALCOVE"
}
efx_infoloc_WOODEN_SHORTPASSAGE
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_SHORTPASSAGE"
}
efx_infoloc_WOODEN_MEDIUMROOM
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_MEDIUMROOM"
}
efx_infoloc_WOODEN_LARGEROOM
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_LARGEROOM"
}
efx_infoloc_WOODEN_LONGPASSAGE
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_LONGPASSAGE"
}
efx_infoloc_WOODEN_HALL
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_HALL"
}
efx_infoloc_WOODEN_CUPBOARD
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_CUPBOARD"
}
efx_infoloc_WOODEN_COURTYARD
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_COURTYARD"
}
efx_infoloc_WOODEN_ALCOVE
{
	"inherit" "info_location"
	"efx_preset" "WOODEN_ALCOVE"
}
efx_infoloc_OUTDOORS_BACKYARD
{
	"inherit" "info_location"
	"efx_preset" "OUTDOORS_BACKYARD"
}
efx_infoloc_OUTDOORS_ROLLINGPLAINS
{
	"inherit" "info_location"
	"efx_preset" "OUTDOORS_ROLLINGPLAINS"
}
efx_infoloc_OUTDOORS_DEEPCANYON
{
	"inherit" "info_location"
	"efx_preset" "OUTDOORS_DEEPCANYON"
}
efx_infoloc_OUTDOORS_CREEK
{
	"inherit" "info_location"
	"efx_preset" "OUTDOORS_CREEK"
}
efx_infoloc_OUTDOORS_VALLEY
{
	"inherit" "info_location"
	"efx_preset" "OUTDOORS_VALLEY"
}
efx_infoloc_CITY_STREETS
{
	"inherit" "info_location"
	"efx_preset" "CITY_STREETS"
}
efx_infoloc_CITY_SUBWAY
{
	"inherit" "info_location"
	"efx_preset" "CITY_SUBWAY"
}
efx_infoloc_CITY_MUSEUM
{
	"inherit" "info_location"
	"efx_preset" "CITY_MUSEUM"
}
efx_infoloc_CITY_LIBRARY
{
	"inherit" "info_location"
	"efx_preset" "CITY_LIBRARY"
}
efx_infoloc_CITY_UNDERPASS
{
	"inherit" "info_location"
	"efx_preset" "CITY_UNDERPASS"
}
efx_infoloc_CITY_ABANDONED
{
	"inherit" "info_location"
	"efx_preset" "CITY_ABANDONED"
}

 

In fact, maybe for efx purposes some of these preset defs could be standard in TDM, so that you could easilly select one from within DR.

image.png.f80897648533da8a861118374b0e736b.png

image.png.da089bd4d88d2be68ead5a8849b8dc20.png

Edited by datiswous

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