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LCS·AVS online Resumé

See our Readme page for information regarding installing and playing our maps, and use of our custom content.





Red Orchestra

David's Maps:

Petros coming soon

Level Design:

Information & Tutorials


Tribes:Vengeance

David's Maps:

MP-Assassinate-DGSP
MP-Mercy-DGSP
MP-Truth-DGSP


Unreal II and XMP

David's Maps:

XMP-DG_Alaska

Level Design:

Meshes
Textures


Unreal Tournament

David's Maps:

DM-DG_Dyscus
DM-DG_Illusion
DM-DG_Io
DM-DG_Octagon
DM-DG_SkyScraper
DM-DG_Vapour

Jason's Maps:

DM-DG_Haunted
DM-DG_Ruins

Level Design:

Custom Scripts
Custom Sounds
Custom Textures



The Team

David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer

Jason 'FRaK' Dudley - tester
See the map Readme for other testers


Contact

You can email us at
dgunreal@lilchips.com

 

Unreal Tournament 2004 Level Design


Custom Actor: DG_AmbientVoice

The DG_AmbientVoice actor is a super-enhanced AmbientSound actor, adding a wide variety of new features including motion, random pitch and volume, and more.

Notes

The DG_AmbientVoice actor adds to UE2.5 (UT2004) many of the sound features that are available in UE3 (UT2007).

Interval: specifies a random quiet time between each successive sound played.
Pitch: specifies a random pitch for each successive sound played.
Volume: specifies a random volume for each successive sound played.
Distribution: specifies where in 3D space the sound playback will be started.
Motion: specifies whether the sound moves over time in 3D space.

You may find it easier to adjust the parameters for VoiceDistribution and VoiceMotion by setting the actor's Advanced.bHidden to False.  This allows you to actually see the actor icon moving around in your map.

You cannot hear this actor in the UnrealEd Realtime Preview mode.

Importing the Actor

The Easy Way:

- Download the script demo map.
- Unzip the .ut2 map file to your UT2004 Maps folder.
- Start UnrealEd.
- Open the demo map file (this loads all of the DG actor assets into the editor).
- Open your map.
- You can now insert any of the new DG actors.

The Manual Way:

- Download the actor zip file.
- Unzip the .u script file to the UT2004 System folder.
- Unzip the .bmp icon texture file to a temporary folder.
- Open your map.
- Import the .bmp icon texture file into "Package: myLevel" and "Group: Editor", check the "Masked" option and uncheck the "Generate MipMaps" option.
- Choose Log from the UnrealEd View menu.
- Enter "obj load file=DG_AmbientVoice.u package=myLevel" (without the quotes).
- Refresh the Actor Classes display by unchecking and re-checking "Use 'Actor' as Parent?"
- Locate and select the DG_AmbientVoice actor in the [+]Keypoint group.
- Right-click on the actor in the list and choose "Default Properties", then set the Display.Texture to the icon texture you imported previously.
- Right-click in the map viewport and "Add DG_AmbientVoice Here".
- Set the specified relevant properties as listed below.


Download

DG_AmbientVoice.zip 8.15kb  Revision 2006.08.02 170 downloads
ONS-DG-ScriptDemoMap Demo map showing the actors and scripts in action. 111kb 2006-08-08

Please be sure to credit DGUnreal in your map's readme file as the author of this script.


Properties

Display
Texture Displayed icon texture.

Import the DG-K-AmbientVoice texture and assign it here.
Voice
IntervalMax The maximum interval between when the sound is repeated, in seconds.
An IntervalMax/Min of 0/0 is no interval between sounds played.
This value must be greater than IntervalMin.
IntervalMin The minimum interval between when the sound is repeated, in seconds.
An IntervalMax/Min of 0/0 is no interval between sounds played.
This value must be less than IntervalMax.
PitchMultMax Sound pitch multiplier maximum.
Range is 0 to 2.
1 is normal pitch, 0.5 is one octave down, 2.0 is one octave up.
Value must be greater than PitchMultMin.
The sound is randomly played at the pitch between PitchMultMin and PitchMultMax.   Common settings are Min=0.8, Max=1.2 for randomness.
PitchMultMin Sound pitch multiplier minimum.
Range is 0 to 2.
1 is normal pitch, 0.5 is one octave down, 2.0 is one octave up.
Value must be less than PitchMultMax.
The sound is randomly played at the pitch between PitchMultMin and PitchMultMax.   Common settings are Min=0.8, Max=1.2 for randomness.
VolumeMultMax Sound volume multiplier maximum.
Range is 0 to 2.
1 is normal volume.
Value must be greater than VolumeMultMin.
The sound is randomly played at the volume between VolumeMultMin and VolumeMultMax.   Common settings are Min=1, Max=1.5 for randomness.
VolumeMultMin Sound volume multiplier minimum.
Range is 0 to 2.
1 is normal volume.
Value must be less than VolumeMultMax.
The sound is randomly played at the volume between VolumeMultMin and VolumeMultMax.   Common settings are Min=1, Max=1.5 for randomness.
VolumeRadius Sound radius.
This is in standard Unreal Units with falloff.
Set it similar to what you would set an AmbientSound actor.
128 would be a small area, 2048 would be a large area.
VolumeRadiusLinked Links the radius to the volume, louder volumes have a larger radius.
WaveformRandom If this is False and more than one waveform is assigned, the sounds will play back sequentially in looping order.
If this is True and more than one waveform is assigned, the sounds will randomly be chosen for play.
Waveforms[] Sound waveform(s) to play.
Select the desired sounds in the Sounds browser and assign them here.
Up to eight different waveforms may be assigned, numbered 0 to 7.
VoiceDistribution
DistRadius Specifies the radius for where the source of the sound playback occurs.
The actor will randomly move to a location within the specified type and radius for each new sound play event.
DistributionType Point:  the sound is always played at the location where the actor is inserted.
RingXY:  the sound actor is randomly moved to a location around the circumference of an imaginary ring, whose radius is specified in DistRadius.
RadiusXY:  the sound actor is randomly moved to a location anywhere within the area of a circle, whose radius is specified in DistRadius.
Volumetric_Sphere:  the sound actor is randomly moved to a location anywhere within the volume of a sphere, whose radius is specified in DistRadius.
Volumetric_UpperHemisphere:  the sound actor is randomly moved to a location anywhere within the volume of an upward hemisphere, whose radius is specified in DistRadius.
Volumetric_LowerHemisphere:  the sound actor is randomly moved to a location anywhere within the volume of a lower hemisphere, whose radius is specified in DistRadius.
VoiceMotion
DirectionType CustomFixed:  the actor uses the bDirectional red arrow direction to determine its motion vector.
RandomXY:  the actor chooses a new random vector in the XY direction for movement.
RandomXYZ:  the actor chooses a new random vector in the XYZ direction for movement.
RandomUpwards:  the actor chooses a new random vector in the positive Z direction for movement.
RandomDownwards:  the actor chooses a new random vector in the negative Z direction for movement.
WaveformMoving False:  the actor is fixed and not moving.
True:  the actor is moving.
WaveformVelMax Waveform motion velocity maximum.
This is in Unreal Units per tick.
Value must be greater than WaveformVelMin.
A good range of values to try is from 0.1 to 1.0.
WaveformVelMin Waveform motion velocity minimum.
This is in Unreal Units per tick.
Value must be less than WaveformVelMax.
A good range of values to try is from 0.1 to 1.0.




0610.22 · 812 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.