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The super easy way to mute the ambient sound from UT3 jumppad

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  • The super easy way to mute the ambient sound from UT3 jumppad

    Well I think many of you would agree that hummmmmm sound from UT3 jumppads are really annoying after years of playing (or mapping for)this game.
    At least I do. But all these years I didn't really find (I mean by google it) a easy solution to remove that sound without touching anything outside the map. I knew someone tried an inverted sound wave thing before but that looked just like some ugly hacks which I thought may cause potential problem.
    But then I just moved on and simply lived with that annoying sound when making my maps(or the truth is I haven't mess around with this game for a long time) until this afternoon.
    I found there is an EASY way to mute that sound, just do something like the trick of adding a placeable Enforcer weaponbase into your map.

    Now follow the steps:

    1) Place a jumppad in your map
    2) Select it (the instance) and copy
    3) Open your notepad or whatever that can edit text, and paste the code
    4) You shall find a part just like:
    Code:
             Begin Object Class=AudioComponent Name=AmbientSound ObjName=AudioComponent_0 Archetype=AudioComponent'UTGame.Default__UTJumpPad:AmbientSound'
                Name="AudioComponent_0"
                ObjectArchetype=AudioComponent'UTGame.Default__UTJumpPad:AmbientSound'
             End Object
    5) Insert "bAutoPlay=False" into this part so it looks like:
    Code:
             Begin Object Class=AudioComponent Name=AmbientSound ObjName=AudioComponent_0 Archetype=AudioComponent'UTGame.Default__UTJumpPad:AmbientSound'
                Name="AudioComponent_0"
                ObjectArchetype=AudioComponent'UTGame.Default__UTJumpPad:AmbientSound'
                bAutoPlay=False
             End Object
    6) Now copy the code and paste back into your map (be sure the original jumppad has been deleted), then you get a new jumppad instance which is working just like a normal one except it doesn't make UT3 awkward.
    And you can still edit that jumppad in UED too!

    I wish someone had found this like 4 years ago. Man that turns out to be so easy...

  • #2
    Hey you roxxors dude! I'm working on a map right now <<I seriously kid you not>> and I was noticing this annoyance - wow those are loud .....

    I've gone through the same thing with the stock teleporter's and just started making my own.

    Good to see ya! - and thx for the hookup.

    Comment


    • #3
      Hey thanks for post that interview done by Flak. I didn't visit the official site that much these days.
      And also good to know you are still making maps.

      Comment


      • #4
        Sebastien Nova had a download with a custom jump in a .upk using probably the same technique. But the download isn't available and this can be done in your own map. Adding to my tutorial list.

        @ 1X
        Can you post what you changed for the teleporters?

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        • #5
          This is sweet Chong. I wanted to do a custom sound in Noxx but couldn't figure out how to get rid of the buzz.

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          • #6
            @Odedge
            Yes the whole idea is to do it in your map. I don't fancy new codes just for something this tiny (but annoying).
            I also tried using similar methods to hide pickup bases, but so far no luck.

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            • #7
              Originally posted by chonglee View Post
              @Odedge
              Yes the whole idea is to do it in your map. I don't fancy new codes just for something this tiny (but annoying).
              I also tried using similar methods to hide pickup bases, but so far no luck.
              For the pickup bases can you assign a different texture? If so assign an invisible texture to it.

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              • #8
                hmmmm, I wonder what other things can be "modded" in this manner?

                Comment


                • #9
                  Originally posted by chonglee View Post
                  @Odedge
                  Yes the whole idea is to do it in your map. I don't fancy new codes just for something this tiny (but annoying).
                  I also tried using similar methods to hide pickup bases, but so far no luck.
                  I believe Nova's did the same thing (as you did) and he wanted to duplicate the jump pad into your map. Either way it's a good find and thanks for posting.

                  Originally posted by tarnationsauce2 View Post
                  For the pickup bases can you assign a different texture? If so assign an invisible texture to it.
                  You might be able to by tweaking the "code", but it's just easier to make it hidden in it's properties.

                  Comment


                  • #10
                    Originally posted by chonglee View Post
                    Hey thanks for post that interview done by Flak. I didn't visit the official site that much these days.
                    And also good to know you are still making maps.
                    Hope to see ya around more! whatcha working on now any way?


                    Originally posted by Odedge View Post
                    @ 1X
                    Can you post what you changed for the teleporters?
                    What I did was;
                    • UTTeleporterCustomMesh
                    • GP_Onslaught.Mesh.S_GP_Onslaught_PowerCell_Core as the custom mesh
                    • GP_Onslaught.Mesh.S_GP_Ons_Conduit for the base1
                    • LT_Deco.SM.Mesh.S_LT_Deco_SM_PodiumScorpion for the base2
                    • GP_Onslaught.Effects.P_Orb_Red as the effect emitter


                    it looks close enough to a stock teleporter and you can use blue or red for teams, but with out the screen capture actor feature and noise of the stock teleporters - screen capture is fairly resource hungry so i'm happy to get rid of that also.

                    Cheers! & happy new years everyone.

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