Richard Jun 10 @ 3:23am
Can anyone teach me how to make custom sniper rifle mod?
I need guide(attached image) about making sniper rifle,because I've been tired of melee mod making.=_=

I wonder that:

1.How to design Sniper Model by 3ds Max 2010,this is the model what I'll import: http://tf3dm.com/3d-model/m82-barrett-10543.html (it's Sniper Barrett,I want to use it to replace the AWP sniper);

2.How to install the gunfire sound into the mod?I have Crossfire Edition Barrett gunfire sound WAVE(.wav) file;

3.How to assign the animation into the sinper mod?(loading,reloading) I want to use this sniper mod's animation: http://www.gamemaps.com/details/7624

Need help!
Showing 1-14 of 14 comments
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Richard Jun 10 @ 7:22am 
Teach me how to make gun mod please!
Twilight Sparkle Jun 11 @ 9:02pm 
1. If you already know because you say about that you do the melee, well depending of what type the mesh model has like 3ds, obj, smd, you just import it and then modified like changing the size for fit the awp and the arms of course, i also check it the model and seems theres no textures.

2. For putting custom sounds like the gunfire or gunother which is the clip out and clip in and slide stuff, you just edit them using a sound editor program like for example audacity, you import the fire sound, and then you import the original default fire sound so you can make them fit with their length or if is just for you, you just replace the default one with the modified one you have and then on the game, you open the console and then type snd_updateaudiocache

3. This is something very and i mean very hard to do and is assign the animations to the weapon model you want to do, because if you are having some high clipping issue the weapon is not going to be that great when you test it because the hands are going to be inside on the weapon model, so in the 3ds thingy, you going to have to edit the animations as well for make the arms fit the model and edit for example the Reload animation for make the hand fit to the mag when is doing a clip out and clip in and actually since the AWP is a bolt-action, you going to have to also edit the fire animation like moving the right hand to fit the bolt when doing the bolt back and forward so that means is going to be some serious business going on if you doing it anyways, wish the best of luck for that.

Also, i can help you a bit like modifying the weapon made into modified smd and qc so this mean it will be more easy to edit the arms but still will be hard editing the animations.
Last edited by Twilight Sparkle; Jun 11 @ 9:03pm
Richard Jun 13 @ 6:19pm 
Glad to read your comment,but I think my project has stopped due to "Gunfire Sound Making" process.

For example,I have custom CS1.6 autoshotgun sound,WAVE file(.wav),BitRate is 176kbps,the original's BitRate is 1411kbps.

First I import the custom sound file into Audacity,I didn't change the length then export it to replace the original one,package it as VPK,drag VPK onto "Addons" folder.

I run the game,spawn Auto-shotgun,but the shotgun cannot perform custom sound(sounds like beep or "tsu tsu tsu"),so I type snd_updateaudiocache,but the sound become the L4D2 offical original gunfire sound(I didn't restart L4D2),not perform custom sound eventually... =_=|||

So could you tell me more details about custom gunfire sound making?What should I notice?I don't know how the L4DMaps Mod Master(like you Twilight Sparkle) create the gun mod(attached custom gunfire sound),even the custom gunfire sound can properly perform!!

Originally posted by Twilight Sparkle:
2. For putting custom sounds like the gunfire or gunother which is the clip out and clip in and slide stuff, you just edit them using a sound editor program like for example audacity, you import the fire sound, and then you import the original default fire sound so you can make them fit with their length or if is just for you, you just replace the default one with the modified one you have and then on the game, you open the console and then type snd_updateaudiocache

Also, i can help you a bit like modifying the weapon made into modified smd and qc so this mean it will be more easy to edit the arms but still will be hard editing the animations.
Last edited by Richard; Jun 13 @ 6:28pm
Twilight Sparkle Jun 14 @ 12:45pm 
Well L4d2 only support 1411kbps which is Stereo and 780kbps i think it was that is a mono so you can hear it left and right depending of what side you hear ir but for fire sound they need a 1411kbps, so if the sound only has one channel, you put another one of the same and then change their channel to left and right and then you can convert it into a stereo channel aand so also if the frequency is diferent, you have to change it to 44100 so the game can accept it.
ThePangiaPL Jun 14 @ 2:45pm 
Originally posted by Richard:
So could you tell me more details about custom gunfire sound making?What should I notice?I don't know how the L4DMaps Mod Master(like you Twilight Sparkle) create the gun mod(attached custom gunfire sound),even the custom gunfire sound can properly perform!!
The easiest and safest way to make a working weapon sound mod is to use Audacity or other software like that. Then you just open original L4D2 weapon sound (the order is very important!), then you move your sound onto window, make original sound silent (set volume to lowest possible, it won't be heard then) and export it. Save, put into .vpk, done. This will work only when sound is shorter than original, though (when exporting, it'll be extended with silence to original sound's length). If it's longer, then you'll have to edit it to have at least exactly the same length as original, then you're exporting and saving. This way you don't have to rebuild audio cache cause properties of your sound are identical to original. I have made in this way sounds from CS:GO working in L4D2 and it works like a charm.
Richard Jun 14 @ 7:03pm 
Thank you two,I've overcome this problem,my project can continue to progress! And then now I do "design 3ds max gun model" and "assign gun animation into the mod", I'll leave comment here if encounter other problems. XDDD

Originally posted by Twilight Sparkle:
Well L4d2 only support 1411kbps which is Stereo and 780kbps i think it was that is a mono so you can hear it left and right depending of what side you hear ir but for fire sound they need a 1411kbps, so if the sound only has one channel, you put another one of the same and then change their channel to left and right and then you can convert it into a stereo channel aand so also if the frequency is diferent, you have to change it to 44100 so the game can accept it.


Originally posted by ThePangiaPL:
Originally posted by Richard:
So could you tell me more details about custom gunfire sound making?What should I notice?I don't know how the L4DMaps Mod Master(like you Twilight Sparkle) create the gun mod(attached custom gunfire sound),even the custom gunfire sound can properly perform!!
The easiest and safest way to make a working weapon sound mod is to use Audacity or other software like that. Then you just open original L4D2 weapon sound (the order is very important!), then you move your sound onto window, make original sound silent (set volume to lowest possible, it won't be heard then) and export it. Save, put into .vpk, done. This will work only when sound is shorter than original, though (when exporting, it'll be extended with silence to original sound's length). If it's longer, then you'll have to edit it to have at least exactly the same length as original, then you're exporting and saving. This way you don't have to rebuild audio cache cause properties of your sound are identical to original. I have made in this way sounds from CS:GO working in L4D2 and it works like a charm.
Richard Jun 20 @ 7:05am 
Need help,I made a Re-texturing Edition Mod for practice,this is link:http://www.gamemaps.com/details/11608

I also add custom gunfire&gunother sound(1411kbps,Stereo,WAVE format) to my re-texturing mod,the custom sound can perform,but the noise also accompany the custom sound especially when I fire. T_T


I tried to place vpk file on "Addons" and type "snd rebuildaudiocache","snd_updateaudiocache",but it's not the permanently effective way,I don't know whether other players who downloaded(from GameMaps) and used my mod,they will hear the noise.


I subscribled and used many gun mods you made,the mod can perform custom sound WITHOUT ANY NOISE,I wonder how you made it?(tell more details about fixing sound bug)
How to fix the sound bug?I don't hope my mod users encounter the sound bug and affect their gaming experience.


And then I've prepared the project "Sniper Barrett" necessary stuff(Model,Material,Sound,Script),I only can create the sound and re-texturing image,you said "i can help you a bit",so I hope you can help me to do the "Material" and "(Sound) Bug Fixing",don't worry I'll occupy all credit of Mod,I'll show your current username on the "Addoninfo.txt"...(I'm sure that if the Sniper Barrett was made,it will be the one of Favorite Mod,trust me/_\)


Originally posted by Twilight Sparkle (Hospital):
2. For putting custom sounds like the gunfire or gunother which is the clip out and clip in and slide stuff, you just edit them using a sound editor program like for example audacity, you import the fire sound, and then you import the original default fire sound so you can make them fit with their length or if is just for you, you just replace the default one with the modified one you have and then on the game, you open the console and then type snd_updateaudiocache

Also, i can help you a bit like modifying the weapon made into modified smd and qc so this mean it will be more easy to edit the arms but still will be hard editing the animations.
Last edited by Richard; Jun 20 @ 9:59pm
ThePangiaPL Jun 20 @ 8:50am 
http://www42.zippyshare.com/v/58525231/file.html
Put this one into your .vpk and check if this works. Not sure about quality, though, it's still old sound from CS 1.6.
Richard Jun 20 @ 8:55am 
I paste my comment on Twillight,this is my big problem,affect my mod users' gaming experience.

==Problem==
I also add custom gunfire&gunother sound(1411kbps,Stereo,WAVE format) to my re-texturing mod,the custom sound can perform,but the noise also accompany the custom sound especially when I fire. T_T

I subscribled and used many gun mods you made,the mod can perform custom sound WITHOUT ANY NOISE,I wonder how you made it?(tell more details about fixing sound bug)
How to fix the sound bug?I don't hope my mod users encounter the sound bug and affect their gaming experience.


Originally posted by ThePangiaPL:
http://www42.zippyshare.com/v/58525231/file.html
Put this one into your .vpk and check if this works. Not sure about quality, though, it's still old sound from CS 1.6.
ThePangiaPL Jun 20 @ 9:10am 
And now in English, please.
Richard Jun 20 @ 9:19am 
??? my grammar has error?
Originally posted by ThePangiaPL:
And now in English, please.
Last edited by Richard; Jun 20 @ 9:20am
ThePangiaPL Jun 20 @ 11:19am 
Well, you just copied your last post and put quote of mine at the end. So I don't know if it worked or didn't worked or what.
Richard Jun 20 @ 6:02pm 
I put quote of yours just for mentioning you(as @).

I'm according to your tips to create the gun mod(attach 1411kbps Stereo sound),the sound can perform properly, BUT NOW THE NOISE ALSO ACCOMPANY MY CUSTOM SOUND WHEN I FIRE(GUN WEAPON), my custom sound .wav file didn't have any faults, I want to take out the noise.

==Problem==
I also add custom gunfire&gunother sound(1411kbps,Stereo,WAVE format) to my re-texturing mod,the custom sound can perform,but the noise also accompany the custom sound especially when I fire. T_T


I tried to place vpk file on "Addons" and type "snd rebuildaudiocache","snd_updateaudiocache",but it's not the permanently effective way,I don't know whether other players who downloaded(from GameMaps) and used my mod,they will hear the noise.


I subscribled and used many gun mods you made,the mod can perform custom sound WITHOUT ANY NOISE,I wonder how you made it?(tell more details about fixing sound bug)
How to fix the sound bug?I don't hope my mod users encounter the sound bug and affect their gaming experience.

Originally posted by ThePangiaPL:
The easiest and safest way to make a working weapon sound mod is to use Audacity or other software like that. Then you just open original L4D2 weapon sound (the order is very important!), then you move your sound onto window, make original sound silent (set volume to lowest possible, it won't be heard then) and export it. Save, put into .vpk, done. This will work only when sound is shorter than original, though (when exporting, it'll be extended with silence to original sound's length). If it's longer, then you'll have to edit it to have at least exactly the same length as original, then you're exporting and saving. This way you don't have to rebuild audio cache cause properties of your sound are identical to original. I have made in this way sounds from CS:GO working in L4D2 and it works like a charm.
Last edited by Richard; Jun 20 @ 10:18pm
Richard Jun 23 @ 5:55am 
@Twilight Sparkle

Thanks, my noise bug problem was resolved. The custom sound length must be the same as the original sound at least.
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Date Posted: Jun 10 @ 3:23am
Posts: 14