Soundscaper
This utility is a helper function to generate a skeleton Soundscape file based off of soundscape entities* in your level.
The tool is still in development. Please report any problems.
Running Soundscaper
Soundscaper was added to WWMT V.1.57. You can run it via the MAXScript Menu at C:\Program Files\Autodesk\3ds Max 2012\Scripts\WallWorm.com\WallWormUtilities\soundscaper.ms
You can also install it into your 3ds Max UI by running C:\Program Files\Autodesk\3ds Max 2012\Scripts\WallWorm.com\WallWormUtilities\soundscaper_mcr.ms. After running this script, you can find Soundscaper in your Max customization under Wallworm.com.
- As of WWMT Version 1.57, there will be a Soundscaper item in the Wall Worm Menu if you open the WWMT Config Settings and press the Add to Menu button. You will then find it in your menu bar under Wall Worm > Wall Worm Utilities > Soundscaper .
Using Soundscaper
Run Soundscaper after you have added all the env_soundscape and env_soundscape_triggerable entities into your map.
- Add all the env_soundscape and env_soundscape_triggerable entities with Convexity**
- Give each Soundscape entity a "soundscape" name (the field called "soundscape", not the "name field").***
- Click Wall Worm > Wall Worm Utilities > Soundscaper
- You will be prompted to save the file. The file name must be soundscape_YOURMAPNAME.txt (swapping YOURMAPNAME with the real name of your map. Save it to the scripts folder in your mod's game directory. For example, for Counter-Strike:Source it would be saved to
S:\Program Files (x86)\Steam\steamapps\yoursteamusername\counter-strike source\cstrike\scripts.Example
If my map is called cs_funmap for Counter-Strike, I would save this file as
S:\Program Files (x86)\Steam\steamapps\yoursteamusername\counter-strike source\cstrike\scripts\soundscape_cs_funmap.txt.
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*Soundscape entities can be added to your level with Convexity.
- **You must set up a FGD file for your mod to use this function with Convexity. The WW forums have a thread on making an FGD for your mod. Also see the Convexity docs.
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***It is very likely that your Entity menu for soundscapes gives you a drop-down menu instead of a field to type in. That is because of you FGD file declaring that this property is (choices) instead of (string). To make it compatible with Convexity, open the FGD file and search for the declaration of env_soundscape and change it the line defining the soundscape property to:
soundscape(string) : "Soundscape" : "Automatic" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory."I'm putting in a request for Convexity to make entity properties with choices into a combobox rather than a dropdown menu.
- Once the soundscape file is made, it is still up to you to fill out all the sounds and rules for your sounds in that file. This tool is simply a helper function to make sure your soundscape file starts with all the soundscapes you added and saves a little typing.


