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This idea just came to me, but I don't know if I can express it accurately enough. In other words, I hope what I'm saying makes sense.
Looking at models/player/goku (The Goku model), the sounds the Goku model uses is located in sound/goku. Similairly, the models/players/ssjgoku (Super Saiyan Goku) uses the same sounds as "normal" Goku does. In other words, they share the same sounds.
Now, looking at Buu, he's a specal exception.
models/player/fatbuu (Good Buu), the sounds this model uses is located in sound/fatbuu
However,
models/player/evilbuu (Evil Buu), the sounds Evil Buu uses is located in
sound/buu
The ending question on my mind is: What determines the sound Evil Buu uses? What makes it so Evil Buu (A transformed state, mind you) can have its own sounds? (This case applies to Cell as well). Is it a file which can be found by decompiling a model? Or is it a special file deep within Earth's Special Forces coding? Engines such as the Quake 3 engine have the sounds the model "reads" in a sounds.cfg file - is something like that true for Half Life's engine? Or is the factor which makes the models have individual sounds in the ESF coding?
I hope I made sense.
Looking at models/player/goku (The Goku model), the sounds the Goku model uses is located in sound/goku. Similairly, the models/players/ssjgoku (Super Saiyan Goku) uses the same sounds as "normal" Goku does. In other words, they share the same sounds.
Now, looking at Buu, he's a specal exception.
models/player/fatbuu (Good Buu), the sounds this model uses is located in sound/fatbuu
However,
models/player/evilbuu (Evil Buu), the sounds Evil Buu uses is located in
sound/buu
The ending question on my mind is: What determines the sound Evil Buu uses? What makes it so Evil Buu (A transformed state, mind you) can have its own sounds? (This case applies to Cell as well). Is it a file which can be found by decompiling a model? Or is it a special file deep within Earth's Special Forces coding? Engines such as the Quake 3 engine have the sounds the model "reads" in a sounds.cfg file - is something like that true for Half Life's engine? Or is the factor which makes the models have individual sounds in the ESF coding?
I hope I made sense.