bbautista Posted November 29, 2018 Share Posted November 29, 2018 ok so does the assembly c shard.dll , sdx core, sdx payload.dll go into the managed folder anymore? or we just simply use unity .. bring in the cube.. copy that info into the mods folder and just put that in our blocks.xml of our game.. sorry for being so stupid, maybe a video tutorial on the cube would help me understand but im just not getting it. I read the tutorial on the xpath, and it was just so wordy and all over the place i was very lost. It was almost like another language lol and Sdx has been very simple up till this point Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 ok so does the assembly c shard.dll , sdx core, sdx payload.dll go into the managed folder anymore? or we just simply use unity .. bring in the cube.. copy that info into the mods folder and just put that in our blocks.xml of our game.. sorry for being so stupid, maybe a video tutorial on the cube would help me understand but im just not getting it. I read the tutorial on the xpath, and it was just so wordy and all over the place i was very lost. It was almost like another language lol and Sdx has been very simple up till this point You don't need SDX unless you are compiling in scripts. You can use the native hooks. I'm sorry that the tutorial was too confusing; The xpath stuff it was covering is what we had in SDX. Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 ok thank you sphereii for quick replies, the project I am currently working on is trying to bring in a sound.. a new sound. So what i did, was I brought in the sound that i was wanting to use.. I right clicked on it and used your bundle script to export it out. I dropped that unity prefab in my mods folder with the name idle.unity3d this is the code i am wanting to change <SoundDataNode name="batterybank_idle"> <AudioSource name="Sounds/AudioSource_Interact"/> <AudioClip ClipName=" What do i put here? " Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="18"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> Link to comment Share on other sites More sharing options...
xyth Posted November 29, 2018 Share Posted November 29, 2018 Example: <SoundDataNode name="AbominableAlert"> <AudioSource name="Sounds/AudioSource_VO" /> <Noise ID="3" range="100" volume="25" time="10" muffled_when_crouched="0.65" heat_map_strength="0.05" heat_map_time="60" /> <AudioClip ClipName="#@modfolder:Resources/AbominableSounds.unity3d?roar1" /> <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="10" /> <maxVoicesPerEntity name="1" /> <MaxRepeatRate name="1.111" /> </SoundDataNode> Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 ok so i put the above script in the 7 days to die/config/sounds.xml i just put in the last entry.. I put my compiled unity sound file in the mods folder mods/resources/AbominableSounds.unity3d I loaded up the game.. it gives an error saying it cannot load the audio file.. again.. very confused Link to comment Share on other sites More sharing options...
xyth Posted November 29, 2018 Share Posted November 29, 2018 Use your Unity object name and unity savefile name instead of my example one Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 I renamed the files to your names, so I wouldnt miss anything.. its my files, just with yours.. i dont think the names has anything to do with it.. but i changed it to personal names. and it still does not work.. i have a error that says.. cannot find the audio file. Its there.. i dont know what else or where else to put it.. can we please get a video tutorial step by step on the cube or sound or something at this point because the instructions for this is just all over the place.. there is not straight instructions on how to do this. your videos prior to.. was well done and percise and i had no issue.. now with a17.. its just completely different and all over the place, things renamed, mods are not called mods anymore.. xpath is being used.. i mean so much stuff Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 We are working on documentation; The xpath tutorial was the first step. If that tutorial was not straight forward for you, I would suggest re-reading it again and taking your time on it. It'll be critically important. The next tutorials will be working with different assets, including entities, sounds, and other clips. While I understand you are frustrated at the progress of the documentation, please remember that Alpha 17 is still in experimental; SDX is not released for this alpha, and some code is fluctuation. There's a lot of gears turning, and very few people working on setting up this process for a smoother transition. Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 Just a thought have you tested this with Sounds? the error I am getting is saying its failing to load the sound file. So have you test sounds.xml with A17? Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 Just a thought have you tested this with Sounds? the error I am getting is saying its failing to load the sound file. So have you test sounds.xml with A17? What's your full syntax of your sounds.xml? Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 this is what is in my mods/configs/sounds.xml <configs> <xpath="/sounds"> <SoundDataNode name="batterybank_idle"> <AudioSource name="Sounds/AudioSource_Interact"/> <AudioClip ClipName="#@modfolder:Resources/mysound.unity3d?mysound" Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="18"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> </xpath> </config> </configs> Then i have 2 folders and my mod file https://gyazo.com/01f52a8e32141da0ed0a6f3173b66d80 thats all ive done In the resource folder I have the mysound.unity file Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 this is what is in my mods/configs/sounds.xml <configs> <xpath="/sounds"> <SoundDataNode name="batterybank_idle"> <AudioSource name="Sounds/AudioSource_Interact"/> <AudioClip ClipName="#@modfolder:Resources/mysound.unity3d?mysound" Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="18"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> </xpath> </config> </configs> Then i have 2 folders and my mod file https://gyazo.com/01f52a8e32141da0ed0a6f3173b66d80 thats all ive done In the resource folder I have the mysound.unity file Try creating a ModInfo.xml and putting it in the same folder as your mod.xml. Without that ModInfo.xml, the mod won't load. <?xml version="1.0" encoding="UTF-8" ?> <xml> <ModInfo> <Name value="MyMod" /> <Description value="My MOd" /> <Author value="Me" /> <Version value="1.0.0" /> </ModInfo> </xml> Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 I get a console error https://gyazo.com/2f620507ea6dabef05f982e5601fbb69 Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 I get a console error https://gyazo.com/2f620507ea6dabef05f982e5601fbb69 So we are getting further, at least. What kind of sound file is it in unity? Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 mp3 file https://gyazo.com/7136b615a6288c1e89f98f4800136868 and tested in unity to play Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 mp3 file https://gyazo.com/7136b615a6288c1e89f98f4800136868 and tested in unity to play Whenever I've added sounds to the game, it's always been a .wav. I'm not sure if mp3 is supported by the game. Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 ok let me try that Link to comment Share on other sites More sharing options...
xyth Posted November 29, 2018 Share Posted November 29, 2018 I only use .mp3. 😁 Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 Yeah i remember from your tutorials it said we could use wav, mp3, ogg etc.. that unity would decompress any audio file to what it needs to be decompressed to Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 were getting closer but now i get this.. https://gyazo.com/5c93f617b542f36cdeb6a263b05e410f this is the sounds.xml <configs> <xpath="/sounds"> <SoundDataNode name="batterybank_idle"> <AudioSource name="Sounds/AudioSource_Interact"/> <AudioClip ClipName="#@modfolder:MyMod/Resources/mysound.unity3d?mysound" Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="18"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> </xpath> </config> </configs> this is my modinfo <?xml version="1.0" encoding="UTF-8" ?> <xml> <ModInfo> <Name value="MyMod" /> <Description value="My MOd" /> <Author value="Me" /> <Version value="1.0.0" /> </ModInfo> </xml> and here is the folder structure https://gyazo.com/7492fe4cb01a5953ccbe5e2ab30e2bce Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 were getting closer but now i get this.. https://gyazo.com/5c93f617b542f36cdeb6a263b05e410f this is the sounds.xml <configs> <xpath="/sounds"> <SoundDataNode name="batterybank_idle"> <AudioSource name="Sounds/AudioSource_Interact"/> <AudioClip ClipName="#@modfolder:MyMod/Resources/mysound.unity3d?mysound" Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="18"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> </xpath> </config> </configs> this is my modinfo <?xml version="1.0" encoding="UTF-8" ?> <xml> <ModInfo> <Name value="MyMod" /> <Description value="My MOd" /> <Author value="Me" /> <Version value="1.0.0" /> </ModInfo> </xml> and here is the folder structure https://gyazo.com/7492fe4cb01a5953ccbe5e2ab30e2bce When in game, in the console, type in exportcurrentconfigs Then look under your save game folder for the exported configs, and take a look at the sounds.xml Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 ok .. what am i looking for.. im looking at the sounds.xml from there Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 ok .. what am i looking for.. im looking at the sounds.xml from there I would look for anything that looked wrong. However, I grabbed your XML snippet and fixed it up. It had some syntax errors in it. Compare yours to mine: <configs> <append xpath="/sounds"> <SoundDataNode name="batterybank_idle"> <AudioSource name="Sounds/AudioSource_Interact"/> <AudioClip ClipName="#@modfolder:MyMod/Resources/mysound.unity3d?mysound" Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="18"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> </append> </configs> Link to comment Share on other sites More sharing options...
bbautista Posted November 29, 2018 Share Posted November 29, 2018 well that cleaned up the errors but now i still have this.. now it just says.. i dont want to work lololol https://gyazo.com/9d4daac1b739a34533e64774c4c0a0ba Link to comment Share on other sites More sharing options...
sphereii Posted November 29, 2018 Author Share Posted November 29, 2018 well that cleaned up the errors but now i still have this.. now it just says.. i dont want to work lololol https://gyazo.com/9d4daac1b739a34533e64774c4c0a0ba Case matters Capitalize your /Sounds Link to comment Share on other sites More sharing options...
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