I know that game_text only displays "string".  I also know that math_counter 
only works with integers.  that said, math_counter cannot send an integer to 
game_text and have it show up as a "string".  The only way i saw a kill counter 
working (using standard Hammer entities) is by having a whole bunch of 
logic_cases and logic_compares to constantly check the size of a 
math_counter...a math_counter for each digit in the number.  So if it was 47 
kills, the logic would ask if the tens digit was higher than 4, lower than 4, 
etc.  then do the same thing for the ones digit.  and then it would tell a 
game_text called "tens" to output a 4 in the tens spot, and a game_text called 
"ones" to output a 7 in the ones spot.  It was very complicated and is probably 
not worth trying to re-create.  Perhaps a new entity would be able to convert 
integers to string?  Perhaps the game_text can be dramatically re-written to 
accept, understand, and display information it gets from other entities?

----- Original Message -----
From: Chris Whiton <[email protected]>
Date: Monday, December 7, 2009 11:01 am
Subject: Re: [hlmappers] Sound Scripts and Choreography
To: Discussion of Half-Life Mapping <[email protected]>

> Grash,
> 
> I wouldn't dream of using anything other than my own stock mod. 
> I have been
> using one since the beginning of the semester. The problem I had 
> is that the
> soundscripts are not very well documented and following what is 
> there lead
> me to a point where Faceposer did not recognize the script file, 
> only the
> .wav. I have since then bypassed this problem by having many
> script_sequences that do animations without moving the lips. 
> This will pass
> for this project, but it would be nice to get some lip syncing 
> in there.
> 
> As a side note, for a different project. Would anyone happen to 
> know the
> easiest way to go about displaying a message in the corner 
> showing the total
> # of enemies you have killed. Say 2/200, 3/200, etc. My solution 
> was to have
> a game_text that updates alongside a math_counter, but I can't 
> seem to find
> a way to input the variable into the text string. Any ideas? I'm 
> sure this
> has been done before.
> 
> 
> 
> -Christopher J. Whiton
> ---------------------
> Game Design and Development Student (4th Year)
> Southern New Hampshire University
> 
> Portfolio: www.cjwhiton.com
> Graphic Design: www.stormravengraphics.com
> 
> 
> On Mon, Dec 7, 2009 at 11:27 AM, Grash <[email protected]> wrote:
> 
> > Chris, you'll want to build a stock HL2 mod to do your work 
> in. This is
> > basically the tactic that Minerva took.
> >
> > Having your own mod will allow you to modify the sound script 
> files as you
> > see fit. There are other files that you'll want to modify as 
> well that you
> > don't have access by working with EP2.  It's un-realistic 
> to expect others
> > use or overrite HL2:ep2 files to just run your own maps. By 
> having your own
> > mod, you can distribute and show off your work easier.
> >
> > Drop my a line at my NHTI email address if you need help 
> setting up the
> > stock mod.
> >
> >
> >
> >
> >
> >
> > --- On Tue, 11/24/09, Bluestrike <[email protected]> 
> wrote:>
> > > From: Bluestrike <[email protected]>
> > > Subject: Re: [hlmappers] Sound Scripts and Choreography
> > > To: "Discussion of Half-Life Mapping" 
> <[email protected]>> > Date: Tuesday, November 
> 24, 2009, 11:53 AM
> > > Oops send the other email on accident
> > > ;-)
> > >
> > > For my Awakening mod  I have an awakening_sounds.txt
> > > that looks like this:
> > >
> > > "aw_voice_gman_8"
> > > {
> > >  "channel" "CHAN_voice"
> > >  "volume" "1"
> > >  "soundlevel" "SNDLVL_TALKING"
> > >  "wave" "*/awvoices/Gman 8.wav"
> > > }
> > >
> > > "aw_voice_tess01"
> > > {
> > >  "channel" "CHAN_voice"
> > >  "volume" "1"
> > >  "soundlevel" "SNDLVL_TALKING"
> > >  "wave" "*/awvoices/Tess01_what_who.wav"
> > > }
> > >
> > > The paths for wave are from the sounds folder.
> > > And in my game_sounds_manifest.txt I added:
> > >  "precache_file"  "scripts/awakening_sounds.txt"
> > >
> > > Both files are in the scripts folder.
> > > I remember something about writing the sentences phoneticly
> > > to help the tool
> > > generate the lipsync I think hat was in the choreography
> > > tool itself.
> > > I can't remember if I did anything else, it was for Ep1 and
> > > its been 3.5
> > > years ago :-)
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: "Chris Whiton" <[email protected]>
> > > To: "Discussion of Half-Life Mapping" 
> <[email protected]>> > Sent: Tuesday, November 
> 24, 2009 4:51 PM
> > > Subject: [hlmappers] Sound Scripts and Choreography
> > >
> > >
> > > > Hello once again, haven't heard anything for awhile
> > > from the group... I
> > > > have
> > > > a (hopefully) quick question about creating VERY
> > > SIMPLE Choreographed
> > > > scenes. I have done all of my voice recording and
> > > placed them in the
> > > > ep2/sounds folder. I read online at
> > > >
> > 
> http://developer.valvesoftware.com/wiki/Soundscript#Custom_Level_Soundscripts>
>  > > that
> > > > you need sound scripts to go along with these files in
> > > order for Faceposer
> > > > to generate a rather simple lip synchronization. I
> > > have so far imported
> > > > the
> > > > raw file, but I am having trouble getting the lips to
> > > look realistic in
> > > > any
> > > > way. I have not, however, been able to figure out
> > > where to put my script
> > > > files or if I am doing them right. I know I need one
> > > > games_sounds_manifest.txt and for each sound, a
> > > soundname.txt. Does anyone
> > > > have an example manifest and sound text that I can
> > > reference as well as
> > > > the
> > > > exactly folder location of where to put these? It
> > > would
> > > > be extremely appreciated. What I am trying to make is
> > > a simulation where
> > > > the
> > > > player is interviewing another NPC. Therefore, I am
> > > not interested in
> > > > movements or anything else, just voice and lip
> > > movement. Thanks in
> > > > advance!
> > > >
> > > >
> > > >
> > > > -Christopher J. Whiton
> > > > ---------------------
> > > > Game Design and Development Student (4th Year)
> > > > Southern New Hampshire University
> > > >
> > > > Portfolio: www.cjwhiton.com
> > > > Graphic Design: www.stormravengraphics.com
> > > > _______________________________________________
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> > >
> > >
> > >
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> > >
> > >
> >
> >
> >
> >
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