The Rex only have 3 sounds(1 Roar and 2 Growls), so I added 3 new sounds to the Rex (2 Growls and 1 Roar).
I edited the sound ini file accordingly, replacing three visitors sounds for the new growls and Roar. And then I just put the wav files into the Rex sound folder. This was easy.
But here is the thing: What should I write in the inix file.
My guess is there is something to write/edit right here:
- Spoiler:
//CALLS
SFX_TREXROAR
{
animname=idle_post_lp;
framenum=20;
}
SFX_TREXGROWL001
{
animname=call_01_lp;
framenum=12;
}
SFX_TREXGROWL001
{
animname=call_02_lp;
framenum=1;
}
// sound id SNAP med
SFX_GENSNAP
{
animname=snap_md_lp;
framenum=15;
volume=1.0;
pitch=0.9;
}
// sound id SNAP LO
SFX_GENSNAP
{
animname=snap_lo_lp;
framenum=24;
volume=1.0;
pitch=0.9;
}
// sound id FULL BODY
SFX_GEN_WHINE
{
animname=call_f;
framenum=20;
}
//EATING & DRINKING
// sound EATING
SFX_CARNTEAR01
{
animname=eat_lo_lp;
framenum=44;
}
// sound EATING
SFX_CARNTEAR01
{
animname=idle_chew_lp;
framenum=30;
}
// sound EATING
SFX_CARNTEAR01
{
animname=idle_chew_lp;
framenum=40;
}
// sound EATING
SFX_CARNTEAR01
{
animname=eat_lo_lp;
framenum=60;
}
// sound id drink DOWN
SFX_WATER_IN
{
animname=drink_st;
framenum=29;
}
// sound id drink LOOP
SFX_WATER_STIR
{
animname=drink_lp;
framenum=12;
}
// sound id drink UP
SFX_WATER_LIFT
{
animname=drink_ed;
framenum=8;
}
And maybe here too:
- Spoiler:
//SPECIAL
// sound id SCRATCH
SFX_SPINOSHAKE
{
animname=lcarn_jpatk01;
framenum=284;
}
// sound id SCRATCH
SFX_SPINOGRAB
{
animname=lcarn_jpatk01;
framenum=134;
}
// sound id SCRATCH
SFX_GENSCRATCH01
{
animname=spcl_sctch_lp;
framenum=24;
}
// sound id SCRATCH
SFX_GENSCRATCH01
{
animname=spcl_sctch_lp;
framenum=40;
}
// sound id SCRATCH
SFX_GENSCRATCH01
{
animname=spcl_sctch_lp;
framenum=62;
}
SFX_GENLSNORT01
{
animname=idle_snif_lp;
framenum=1;
}
SFX_GENLSNIFF01
{
animname=idle_snif_lp;
framenum=14;
}
SFX_GENLSNORT01
{
animname=idle_snif_lp;
framenum=26;
}
SFX_GENBORED01
{
animname=spcl_gen_lp;
framenum=1;
}
And this one too:
- Spoiler:
//SPECIAL ATTACKS
//-------------------------------------
// sound attackED BY SPINO
SFX_TREXGROWL001
{
animname=lcarn_spdth01;
framenum=10;
}
// sound attackED BY SPINO
SFX_GENLGRUNT03
{
animname=lcarn_spdth01;
framenum=98;
}
// sound attackED BY SPINO
SFX_BRACHSTOMP
{
animname=lcarn_spdth01;
framenum=120;
}
// sound attackED BY SPINO
SFX_GENLGROWL04
{
animname=lcarn_spdth01;
framenum=125;
}
// sound attack SPINO
SFX_TREXGROWL001
{
animname=lcarn_spatk01;
framenum=1;
}
// sound attack SPINO
SFX_GENSNAP
{
animname=lcarn_spatk01;
framenum=74;
volume=1.0;
pitch=0.9;
}
// sound attack SPINO
SFX_SPINOSWALLOW
{
animname=lcarn_spatk01;
framenum=87;
volume=1.0;
pitch=0.5;
}
// sound attack SPINO
SFX_GENLGROWL04
{
animname=lcarn_spatk01;
framenum=330;
}
// sound attack tric
SFX_GENLGROWL03
{
animname=lcarn_tratk01;
framenum=14;
}
// sound attack tric
SFX_GENLGRUNT03
{
animname=lcarn_tratk01;
framenum=39;
}
// sound attack tric
SFX_GENSNAP
{
animname=lcarn_tratk01;
framenum=114;
volume=1.0;
pitch=0.9;
}
// sound attack tric
SFX_CARNTEAR02
{
animname=lcarn_tratk01;
framenum=157;
}
// sound attack tric
SFX_GENLGROWL02
{
animname=lcarn_tratk01;
framenum=230;
}
// sound attackED BY tric
SFX_GEN_WHINE
{
animname=lcarn_trdth01;
framenum=20;
}
// sound attackED BY tric
SFX_BRACHSTOMP
{
animname=lcarn_trdth01;
framenum=140;
}
// sound id KILLED BY ANK
SFX_GENLGROWL02
{
animname=lcarn_andth01;
framenum=1;
}
// sound id KILLED BY ANK
SFX_GENLGRUNT01
{
animname=lcarn_andth01;
framenum=36;
}
// sound id KILL ANK
SFX_GENSNAP
{
animname=lcarn_anatk01;
framenum=29;
volume=1.0;
pitch=0.9;
}
// sound id KILL ANK
SFX_SPINOSWALLOW
{
animname=lcarn_anatk01;
framenum=57;
volume=1.0;
pitch=0.9;
}
// sound id KILL ANK
SFX_CARNTEAR01
{
animname=lcarn_anatk01;
framenum=114;
}
It clearly shows the TREXGROWL001 and TREXROAR. But oddly enough, you cant see nothing about the second growl (TREXGROWL002).
I don't know what to do
Now, the Acro actually have 2 Roars and 2 Growls. So I opened the inix but there is no line either for AcroRoar02 and Acrogrowl02:
- Spoiler:
// sound id
SFX_ACROROAR001
{
animname=idle_post_lp;
framenum=20;
volume=1.0;
pitch=0.7;
}
// sound id
SFX_ACROROAR001
{
animname=call_01_lp;
framenum=12;
volume=1.0;
pitch=0.7;
}
// sound id
SFX_ACROGROWL001
{
animname=call_02_lp;
framenum=10;
volume=1.0;
pitch=0.7;
}
// sound id scratch
SFX_GENLGRUNT03
{
animname=spcl_sctch_lp;
framenum=35;
volume=1.0;
pitch=0.7;
}
// sound id SCRATCH
SFX_GENSCRATCH01
{
animname=spcl_sctch_lp;
framenum=24;
volume=1.0;
pitch=1.0;
}
// sound id SCRATCH
SFX_GENSCRATCH01
{
animname=spcl_sctch_lp;
framenum=40;
volume=1.0;
pitch=1.0;
}
// sound id SCRATCH
SFX_GENSCRATCH01
{
animname=spcl_sctch_lp;
framenum=62;
volume=1.0;
pitch=1.0;
}
// sound id LOOK
SFX_CARNGROWL01
{
animname=spcl_gen_lp;
framenum=35;
volume=1.0;
pitch=1.0;
}
// sound id
SFX_GENLSNIFF01
{
animname=idle_snif_lp;
framenum=25;
volume=1.0;
pitch=1.0;
}
// sound id
SFX_GENLSNIFF01
{
animname=idle_snif_lp;
framenum=56;
volume=1.0;
pitch=1.0;
}
// sound EATING
SFX_CARNTEAR01
{
animname=eat_lo_lp;
framenum=46;
volume=1.0;
pitch=1.0;
}
// sound EATING
SFX_CARNTEAR01
{
animname=eat_lo_lp;
framenum=115;
volume=1.0;
pitch=1.0;
}
// sound EATING
SFX_CARNTEAR01
{
animname=eat_lo_lp;
framenum=150;
volume=1.0;
pitch=1.0;
}
// sound id drink DOWN
SFX_WATER_IN
{
animname=drink_st;
framenum=17;
volume=1.0;
pitch=1.0;
}
// sound id drink LOOP
SFX_WATER_STIR
{
animname=drink_lp;
framenum=9;
volume=1.0;
pitch=1.0;
}
// sound id drink UP
SFX_WATER_LIFT
{
animname=drink_ed;
framenum=7;
volume=1.0;
pitch=1.0;
}
// sound id
SFX_CARNTEAR01
{
animname=eat_md_lp;
framenum=20;
volume=1.0;
pitch=1.0;
}
// sound id
SFX_CARNTEAR01
{
animname=eat_md_lp;
framenum=50;
volume=1.0;
pitch=1.0;
}
// sound id sleep STAND
SFX_GENBORED01
{
animname=sleep_st;
framenum=11;
volume=1.0;
pitch=1.0;
}
// sound id sleep STAND
SFX_GENWAKEUP
{
animname=sleep_ed;
framenum=15;
volume=1.0;
pitch=1.0;
}
// sound id GETUP
SFX_GEN_WHINE
{
animname=getup_lt;
framenum=1;
volume=1.0;
pitch=1.0;
}
// sound id GETUP
SFX_GEN_WHINE
{
animname=getup_rt;
framenum=1;
volume=1.0;
pitch=1.0;
}
// sound id KNOCKDOWN
SFX_ACROROAR001
{
animname=hit_lt;
framenum=1;
volume=1.0;
pitch=1.9;
}
// sound id KNOCKDOWN
SFX_ACROROAR001
{
animname=hit_rt;
framenum=1;
volume=1.0;
pitch=1.9;
}
// sound id KNOCKDOWN
SFX_ACROROAR001
{
animname=idle_recl_lp;
framenum=1;
volume=1.0;
pitch=1.9;
}
// sound id KNOCKDOWN
SFX_GENLSNORT03
{
animname=sick_snz_lp;
framenum=1;
volume=1.0;
pitch=1.5;
}
// sound id FALL
SFX_GENLGROWL01
{
animname=fall_st;
framenum=33;
volume=1.0;
pitch=0.8;
}
// sound id FALL
SFX_GENSNAP
{
animname=snap_lo_lp;
framenum=16;
volume=1.0;
pitch=0.8;
}
// sound id FALL
SFX_GENSNAP
{
animname=snap_md_lp;
framenum=16;
volume=1.0;
pitch=0.8;
}
// sound id FALL
SFX_GENSNAP
{
animname=grab_st;
framenum=16;
volume=1.0;
pitch=0.8;
}
}
So what I should do now?
Oh and the Alberto have 3 Growls and 2 Roars, but once again if we check the inix there is nothing about
AlbtGrowl02/AlbtGrowl03/AlbtRoar02
- Spoiler:
// sound id
SFX_ALBTROAR01
{
animname=call_01_lp;
framenum=21;
volume=1.0;
pitch=1.0;
}
// sound id
SFX_ALBTGROWL01
{
animname=call_02_lp;
framenum=5;
volume=1.0;
pitch=1.0;
}
// sound id snap
SFX_GENSNAP
{
animname=snap_lo_lp;
framenum=15;
volume=1.0;
pitch=1.0;
}
// sound id snap
SFX_GENSNAP
{
animname=snap_md_lp;
framenum=15;
volume=1.0;
pitch=1.0;
}
// sound id drink DOWN
SFX_WATER_IN
{
animname=drink_st;
framenum=28;
volume=1.0;
pitch=1.0;
}
// sound id drink LOOP
SFX_WATER_STIR
{
animname=drink_lp;
framenum=5;
volume=1.0;
pitch=1.0;
}
// sound id drink UP
SFX_WATER_LIFT
{
animname=drink_ed;
framenum=7;
volume=1.0;
pitch=1.0;
}
// sound id eat
SFX_CARNTEAR01
{
animname=eat_lo_lp;
framenum=39;
volume=1.0;
pitch=1.0;
}
// sound id eat
SFX_CARNTEAR01
{
animname=idle_chew_lp;
framenum=12;
volume=1.0;
pitch=1.0;
}
// sound id sleep STAND
SFX_GENWAKEUP
{
animname=sleep_ed;
framenum=15;
volume=1.0;
pitch=1.0;
}
// sound id GETUP
SFX_GEN_WHINE
{
animname=getup_lt;
framenum=1;
volume=1.0;
pitch=1.0;
}
// sound id GETUP
SFX_GEN_WHINE
{
animname=getup_rt;
framenum=1;
volume=1.0;
pitch=1.0;
}
// sound id fall UP
SFX_GENLGRUNT03
{
animname=fall_st;
framenum=20;
volume=1.0;
pitch=1.0;
}
// sound id SNIFF
SFX_GENLSNIFF01
{
animname=idle_snif_lp;
framenum=1;
volume=1.0;
pitch=1.0;
}
// sound id SNIFF
SFX_GENLSNIFF01
{
animname=idle_snif_lp;
framenum=15;
volume=1.0;
pitch=1.0;
}
// sound id SNEEZE
SFX_ALBTROAR01
{
animname=idle_snz_lp;
framenum=45;
volume=1.0;
pitch=1.9;
}
// sound id KNOCKDOWN
SFX_ALBTGROWL01
{
animname=hit_lt;
framenum=3;
volume=1.0;
pitch=1.9;
}
// sound id KNOCKDOWN
SFX_ALBTGROWL01
{
animname=hit_rt;
framenum=3;
volume=1.0;
pitch=1.9;
}
// sound id
SFX_GENLGROWL01
{
animname=idle_post_lp;
framenum=18;
volume=1.0;
pitch=1.9;
}
// sound id
SFX_CARNGROWL01
{
animname=amb_st;
framenum=1;
volume=1.0;
pitch=1.9;
}
// sound id BREATH
SFX_GENLGROWL01
{
animname=idle_recl_lp;
framenum=1;
volume=1.0;
pitch=1.9;
}
// sound id PITCHED
SFX_GEN_WHINE
{
animname=call_f;
framenum=15;
volume=1.0;
pitch=1.9;
}
// sound id
SFX_GENSNAP
{
animname=grab_st;
framenum=4;
volume=1.0;
pitch=1.5;
}
// sound id
SFX_SPINOSHAKE
{
animname=grab_shake_lp;
framenum=1;
volume=1.0;
pitch=1.5;
}
// sound id
SFX_SPINOSWALLOW
{
animname=grab_swal_ed;
framenum=1;
volume=1.0;
pitch=1.5;
}
}