| Author |
Topic: File Not Found TR3 Sound # error in
tom2pc |
Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-20-2002 10:48 AM
After 'Adding Samples' line in the PC Level Convertor Output window
I get the following error reported:
*** File Not Found TR3 Sound 16 *** File Not Found TR3 Sound
28
VonCroy also experienced this as well: http://www.eidosgames.com/ubb/Forum31/HTML/007225.html
I moved some TR3 objects into my WAD. How do I get and insert the
specific sounds that the tom2pc.exe is asking for?
The level doesn't crash but I don't want to continue until I fix
this error.
Thanks.
WBM
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TREEBLE Member
Posts: 127 From:Brazil Registered: May 2001 |
posted 01-20-2002 11:09 AM
Well WBM, I have the same error, except is missing TR2 Sounds. What
happens is that the imported object won't have any sound.
In a level I converted with the errors, Lara's pistols had the
TR2 sound, and the other weapons were without any sound. The baddy,
imported and remeshed, also didn't make any sound.
This is because TR2 and TR3 sound files aren't stored in the .tr2
file. You can't extract them.
I don't know if Michiel has a solution to this.
------------------ I can feel the energy! TREEBLE
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Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-20-2002 12:37 PM
Hi TREEBLE
I managed to get rid of the 'File not found' lines in tom2pc
Output window by doing the following (please read warning below):
Get original tut1.sam and tut1.sfx files from CD. Rename them to
the name of your level, i.e.: yourlevelname.sam and
yourlevelname.sfx and place them in the WAD folder (make a backup of
your work first).
This will fix the missing sounds from TR4 things such as water
splashing, Lara exertions etc. Obviously, it doesn't fix the missing
sounds from the TR2 / TR3 imported objects but it replaces sounds
lost when WAD has been modified with TR2 / TR3 objects.
-------------- WARNING: Both tomb4.exe and winroomedit.exe
crashed after I did this file renaming. I restarted my machine which
fixed the crashing. Don't make any changes without making a backup
of your work before trying this method. --------------
In the meantime, I agree, this is a challenge for the programmers
here. Is it possible - or should we avoid using TR2 and TR3 objects
to prevent these kind of problems occurring?
WBM
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TRWad Member
Posts: 101 From:Rotterdam Registered: Dec 2001
|
posted 01-20-2002 01:02 PM
It's a TR2WAD thing. To avoid an emeie sounds like a door, I changed
this. Just edit the sam file to change the names will work, I guess.
Try to find the correct name for it.
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Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-20-2002 01:36 PM
Hi TRWad,
Thanks for you reply - here is the list in the .sam file for the
level which gave the errors:
foot01.wav foot02.wav foot03.wav foot04.wav clim_up2.wav lara_no.wav slipping.wav landing.wav clim_up1.wav hols_out.wav hols_in.wav magnum.wav reload.wav rico_01.wav rico_02.wav phend.wav fsw1.wav fsw3.wav fsw4.wav wade.wav l_rumb.wav lar_kn1.wav lar_kn2.wav clim_up3.wav back_jm1.wav lar_jmp.wav lr_jmp6.wav f2f_scrm.wav takehit1.wav takehit2.wav rolling.wav splash.wav go_watr.wav swim.wav breath.wav usekey.wav lar_die2.wav lar_die1.wav uzi_fr.wav uzi_stp.wav shot_gun.wav p&p02.wav p&p01.wav shot_shl.wav p&p04.wav floatswm.wav f2f_hitg.wav back_jm1.wav back_jm3.wav back_jm2.wav ratch_02.wav undwatr.wav l_pshblk.wav lar_th1.wav lar_th2.wav swoosh1.wav gen_thud.wav spinhook.wav bazooka.wav koch.wav port.wav port_dn.wav ddr_crk.wav asmg_ft1.wav asmg_ft2.wav explos1.wav explos2.wav l_quake.wav m_rotat.wav m_select.wav m_choose.wav tick.wav m_comb.wav medi_fix.wav back_jm2.wav l_wloop.wav d_eagle.wav mini_lo.wav mini_lck.wav mini_fr.wav l_wind.wav gbod_slm.wav lar_spks.wav l_rumb.wav l_fire.wav thun_rum.wav swoosh3.wav sk_swd2.wav gem_drop.wav sc2.wav sc6.wav mum_ohh1.wav mum1.wav mum2.wav mum_atk.wav mum_tkht.wav crossbow.wav swave_ex.wav asmg_ft4.wav dor_thud.wav bad_atk1.wav bad_die1.wav bad_die2.wav bad_jmp.wav bad_stun.wav bad_swaw.wav bad_uzi.wav bad_rico.wav bad_uzi2.wav sml_swt.wav crysmash.wav fs_mud1.wav fs_mud2.wav fs_grv1.wav fs_grv2.wav fs_snd1.wav fs_snd2.wav fs_wd1.wav fs_wd2.wav fs_met1.wav fs_met2.wav dr_bgsto.wav dart.wav crowgem.wav cbar_clk.wav sqk1.wav sqk2.wav lev_pul1.wav lev_pul2.wav ple_slid.wav l_rpeple.wav lar_plly.wav teethspk.wav amusnd.wav sqk1.wav sqk2.wav hit_rock.wav lara_nof.wav lara_noj.wav crow_try.wav rope_01.wav rope_02.wav roller2.wav clk_swt.wav
If I get errors:
*** File Not Found TR3 Sound 16 *** File Not Found TR3 Sound
28
..which of the above sounds do you think tom2pc is referring to?
phend.wav = 16th on the list f2f_scrm.wav = 28th
I don't know what phend.wav is for but I am guessing that
f2f_scrm.wav is 'Fall to Floor Scream'.
The objects that I inserted into my wad from TR3 were a mixture
of static objects (none of them were animated). I would be grateful
if you have any ideas about what should I do now?
WBM
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aktrekker Member
Posts: 931 From:WA, USA Registered: Apr 2001 |
posted 01-20-2002 03:08 PM
Sound 16 is BIG_SCARAB_FLYING. Sound 28 is
LARA_SHIMMY2. Obviously 16 has a different use in TR3. Just
edit sounds.txt to make sure those 2 sounds are being included in
your wad.
The list of sounds in the SAM file is only the sound files
included in the wad, so you can't use it to figure out sound
numbers. Go by the line number in sounds.txt.
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Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-20-2002 04:41 PM
Hi aktrekker,
Thank you for your last answer - I am beginning to see the
light.. Please bear with me - I have five big questions:
1) In order to edit the sounds.txt file do I add the letter
asscoiated with the different WAD to the end of the line (in this
example tut1) as follows? :
Original Version
BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #y #z #F #J #K
Edited Version
BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #y #z #F #J #K
#Tu
(and the same for LARA_SHIMMY2: back_jm1).
1a) Also, am I correct in assuming that all the sounds weren't
added to all the WADs to save memory?
---------------------
2) Do I then rebuild the .sam and .sfx files using 'pcwadsfx tut1
Tu' command in the LevelSFX Creator directory?
---------------------
3) If my level has been renamed to, in my case, 'Level1', should
I switch it all back over to 'tut1' to conform with above, by
editing script file and renaming associated WAS files etc.. and
then, once I have done the above edits to the sounds.txt, switch
them all back again to 'Level1' naming? (If so then I may leave it
as 'tut1' until I have completed the level).
The reason I have named my level 'Level1' is because it is one of
eight levels and I want to make it easy for anyone to install and
uninstall it without affecting their setup by using the standard
level names.
---------------------
4) Do you know what the letter associations are for all the WADs?
Or is it irrelevant if you rename your WAD anyway? Below is a list
of the letters used in sounds.txt and those mentioned by the manual:
a b c settomb d e f g h karnak I
j l m n o p coastal q r cleopal s
catacomb t u v w city x y z A B
C E F H I J K L M N Ti
Tu tut1
---------------------
5) Finally, do you know what the following abbreviations in the
sounds.txt stand for and therefore control (my guess is in brackets
after each):
VOL60 (Volume)
P V R (Repeat) N L
CH10
PIT30 (Pitch)
RAD13 (Radius)
---------------------
Thank you so much for your help on this so far - it seems like
there a quite a few of us who would be very pleased to know the
answers to these questions.
WBM
[This message has been edited by Wee Bald Man (edited
01-21-2002).]
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aktrekker Member
Posts: 931 From:WA, USA Registered: Apr 2001 |
posted 01-20-2002 04:55 PM
1) Yes. 2) Yes. Letter g will force the sound to be included in
all levels, no matter what the letter you give to pcwadsfx. 3)
One parameter to pcwadsfx is the name of the wad file. Just use
Level1 instead of tut1. You can mix and match letters and level
names, pcwadsfx doesn't care. 4) I do have a list. I am working
on a sounds.txt that is setup for all the TR4 levels as they exist
in TRLR. Alot of cutting and pasting, but almost done. Just have to
remember where I left off. 5) The ones you listed I think you
have right, except R - I believe this goes with L for Right/Left
stereo sound. P, V, and N I'm not sure. I think P is for sound
priority. CH selects a software channel. The number of channels
determines how many sounds you can play and mix at once. Remember
older games that asked you how many channels during sound setup? The
channel number is a best guess at how the sounds will be played
together. If a sound tries to play, but it's channel is already
playing a sound, you can either terminate the playing sound, or
ignore the new sound. Priority would play a part in deciding
that. Proper assignment of channels determines whether sounds
will dropout or play.
[This message has been edited by aktrekker (edited
01-20-2002).]
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Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-20-2002 06:18 PM
Excellent.
quote:
Originally posted by aktrekker: 3) ... Just use Level1
instead of tut1. You can mix and match letters and level names,
pcwadsfx doesn't care.
Just want to clarify the above statement. Is it therefore valid
to give pcwadsfx the following command:
'pcwadsfx Level1 X'
..as long as each sound required for inclusion in the Level1 WAD
has the letter X in the corresponding sounds.txt line?
e.g.
BIG_SCARAB_FLYING: bsca_fly VOL60 P V PIT40 RAD10 #X
[This message has been edited by Wee Bald Man (edited
01-20-2002).]
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aktrekker Member
Posts: 931 From:WA, USA Registered: Apr 2001 |
posted 01-20-2002 06:59 PM
Yes. Level1 tells it the name of the wad files to create. X tells it
which letter lines to include. Remember, it also includes lines with
the letter g.
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Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-21-2002 03:18 AM
Top man, thank you aktrekker.
Your help has been invaluable.
Much appreciated,
WBM
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MIRAI/TRT Junior
Member
Posts: 14 From:JAPAN Registered: Aug 2001 |
posted 01-21-2002 04:11 AM
Ciao!
Ok, let's see. I'm a sound engineer for playstation
games. And I work for Yamaha... so lets have at this
problem...
I spent amount a month changing that script file but I have to
use my memory as that was August last year.
-----
Volume, sound frequency pitch, radius of sound volume.
> P (Possibly Priority which over-rides CH channel setting
given below) > V ?? > R (Right Stereo Channel) > N
?? > L (Left Stereo Channel) > > CH10 (Sound
channel to use when playing sound - as in 4, 8, 16, 32, 64 >
channel)
L & R aren't stereo channels because you wouldn't need
that. The TR coding is sweeping around the sound panning field
according to Lara's position. Which you can also set on the
earlier versions of TR. (camera or lara)
L = LOOP on or off (no 'L' = one shot mode) Which is a cause
of some problems as different objects use the same sounds, thus
if you turn off the loop on one sound you can cause a problem
elsewhere. For instance one of the doors is connected to the moving
block sound.
Also CH does not mean track channel in that sense. Because
the variables given are substantial amounts indicating it is a
proportion of something. It could also mean CHORUS and other such
things. It may be a left over from the playstation version.
Not sure until I test it.
P, V & R are connected to Pitch, Volume & Radius. How
I am not sure.
F*** knows what 'N' is. I can only see about 1 example of
it.
cheers dudes MIRAI
ps. you can't ADD to the sound script file. You will get a
major error, as it assigns all the sounds to the wrong
locations. There is a set amount. You can only take away and
replace sounds with others. Also some locations have a warning
about not replacing them. There are also some empty spaces to add
your own. I added rain, clock noises, foot step echo and such.
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Wee Bald
Man Member
Posts: 576 From:Simple Mud Hut (Near Twisted Gnarltree), The
Swamp, Dagobah, Distant Sluis Sector of the Outer Rim
Territories Registered: May 2001 |
posted 01-21-2002 04:48 AM
Thanks Mirai.
If anyone gets any test results which aren't covered here please
let me know.
WBM
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