View Full Version : Different music in each room? And more...

11-19-2002, 08:15 PM
I need help with 4 things and then my map is complete.

One is how do you make different music for each room?

Second, where do I put custom textures in my pk3 to make them show up on the map instead of just gray with white stripes?

Third, how do I add a sound to a func_train when it moves?
And last, what is the entity that is the starting point for Spectating when you "join the spectators" or when you first connect to the server?

Please help. :( Thanks

11-19-2002, 08:32 PM
1. I havnt tried this, but try selecting the brushes on the outside of the room you want the music on, hit n and add the key sound and the song title for the song. If that doesnt work try making some sort of func_ (not sure which one off hand) and select "n" on that and add key sound and your dir of song for value. If that doesnt work, I dunno, try finding someone who has done this before ;)

2. Put them in the directory Texture/custom you should already have the directory that you put the custom texture in already, just add them to the pk3 (if testing just type sv_pure 0).

3. Dunno never used func_train

Most of these i've never had experience with, just what I would assume, but that doesnt mean its not good advice ;).


11-19-2002, 08:53 PM
the first two i read in a tut, im pretty sure they are and for the third one i think you should press n to show the entity window put the key sound and in then in the other place put the place where the sound is located advice from a newb:D

11-19-2002, 10:37 PM
Thanks for the replies, guys, but that doesn't help. Except the key sound part for a func_train. The reason I asked was I've tried and it didn't work. Anyone else have answers drawn from real experience?

11-19-2002, 10:58 PM
For the third one, you could try making a func_speaker and linking it to the func_speaker with CTRL-K. If this is singleplayer, ICARUS has a function to loop a sound on an entity. Consult the ICARUS manual in the tools folder for more info.

11-20-2002, 09:20 AM
for the music in different rooms: I'm assuming you're making an MP map. You can try using target_speakers and let those play your music files instead of ambient sounds. Those things are pretty loud though. There's a good chance that you'll be able to hear the music even when your not in the room.

About the custom textures: Put your custom textures in the same directory as they are in now. If you put your textures in the directory /textures/mytextures/ during the mapping process, then the pk3 must reflect this. So you should make same directory setup in your pk3.

Spectating entity: info_player_intermission. You can target it at a info_notnull to have it look in a specific direction