Battlestar255 4 Posted March 9, 2019 I am not sure if this is a scripting or modeling question, but I Finished making a model and when I walk around in it I do not hear foot steps. how to do I add sounds to a material Share this post Link to post Share on other sites
Dedmen 2714 Posted March 9, 2019 Add a surface material on the roadway LOD. Share this post Link to post Share on other sites
Battlestar255 4 Posted March 9, 2019 Do you mean like the texture and rvmat ? and the rvmat will specify the sound ? Share this post Link to post Share on other sites
Dedmen 2714 Posted March 9, 2019 texture no. rvmat yes. bisurf. Share this post Link to post Share on other sites
Battlestar255 4 Posted March 10, 2019 is there a list of sounds that i can use ? Share this post Link to post Share on other sites
RaVeN103 77 Posted March 22, 2019 A3/data_f/penetration = fire geometry A3/data_f/surface = roadway 2 Share this post Link to post Share on other sites
TroyT 6 Posted March 30, 2019 I'm struggling with this as well. I've looked and read extensively but I am obviously missing something. This is my RVMAT for one of the floor items: Spoiler surfaceInfo="A3\data_f\Penetration\building.bisurf"; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=30; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="BSF_Ironwall\IronWall_Floor\Data\BSF_IronWall_Floor_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.8,0.8,0.8,0)"; uvSource="tex"; class uvTransform { aside[]={0,1,0}; up[]={-1,0,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="BSF_Ironwall\IronWall_Floor\Data\BSF_IronWall_Floor_SMDI.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,32,128,1)fresnel(1.51,1.58)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="exile_assets\model\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; I've applied this to my resolution and roadway LODs with proper relative paths. The textures work fine. I've tried many different. .bisurf files in various locations including those from Exile but haven't had any success. Any help would be appreciated.T Share this post Link to post Share on other sites
RaVeN103 77 Posted March 30, 2019 Dont use the exile bisurf, otherwise you make your mod dependent on it. Roadway Select the faces, press E and search for a surface in texture example "A3/data_f/surface/beton.paa" Fire Geometry - easiest way Copy all objects from geometry and paste in fire geometry all objects must mark as componentXX and closed like in geometry select one, two... all object and press E search for penetration in material/rvmat-slot example "A3/data_f/penetration/beton.rvmat" 1 Share this post Link to post Share on other sites
TroyT 6 Posted March 31, 2019 Thank you! It seems like something this simple would be easy to find, but your answer is the first time I've seen it all put together. I appreciate your time. Share this post Link to post Share on other sites