Alexandr73 1 Posted June 12, 2021 Hello everybody. Please tell me. On my map, I have established roads using "shapes" method. The problem is that no sound is heard when walking on it. How can set the sound of walking on the road and where is this setting? Share this post Link to post Share on other sites
BuitreX 0 Posted June 12, 2021 try to place a surface (create new and configure) under the path and configure the layers.cfg and the cfgsurface.hpp, in character put empty cfgsurface.hpp class tag_strthistles_0_Surfaces: Default { //access = 2; files = "btrx_strthistles_0_*"; character = "empty"; soundEnviron = "gravel"; soundHit = "hard_ground"; rough= 0.08; dust= 0.25; lucidity = 2; grassCover= 0.05; impact= "hitGroundHard"; surfaceFriction= 2.2; restitution= 0.25; maxSpeedCoef= 0.95; maxClutterColoringCoef= 1.35; Share this post Link to post Share on other sites
RoF 241 Posted June 12, 2021 12 hours ago, BuitreX said: try to place a surface (create new and configure) under the path and configure the layers.cfg and the cfgsurface.hpp, in character put empty You on the right track, but there is a easier way! First copy the road texture and the end bit, tag and rename them like you would a ground texture. Then in cfgsurfaces just do class CfgSurfaces { class Default{}; class Water{}; class GdtConcrete; class GdtSoil; class GdtRock; class GdtDirt; class GdtDesert; class GdtGrassDry; class GdtStony; class tag_terrain_motorway_Surface: GdtConcrete { character = "empty"; files = "tag_terrain_motorway*"; }; }; This way you inherit the settings from GdtConcrete and don't have to worry about all the rest. then all he needs to do is point his roadlibs to the new textures Share this post Link to post Share on other sites
Alexandr73 1 Posted June 12, 2021 Thanks for the answer. There is a properly configured surface under the road. The problem is something else. Any other suggestions? The texture and materials of the road were taken from armа 2. I am attaching a video demonstrating the presence of a surface under the road, and the absence of the sound of walking on the road. Share this post Link to post Share on other sites
Alexandr73 1 Posted June 12, 2021 I am applying the parameters of the surfacing. GZasfalt - under the road surface Quote class CfgSurfaces { class Default{}; class Water{}; class GZTrava: Default { access = 2; files = "gz_trava_*"; rough = 0.12; dust = 0.6; soundEnviron = "grass"; character = "GZTravaClutter"; soundHit = "soft_ground"; maxSpeedCoef = 0.7; }; class GZasfalt: Default { access = 2; files = "gz_asfalt_*"; rough = 0.1; dust = 0.8; soundEnviron = "dirt"; character = "Empty"; soundHit = "concrete"; }; class GZforest: Default { access = 2; files = "gz_forest_*"; rough = 0.1; dust = 0.8; soundEnviron = "dirt"; character = "GZTravaGreen"; soundHit = "soft_ground"; maxSpeedCoef = 0.7; }; }; Share this post Link to post Share on other sites
Alexandr73 1 Posted June 12, 2021 Interestingly, there is a second road (gravel road) on the map, the sound of walking works on it. Share this post Link to post Share on other sites
RoF 241 Posted June 13, 2021 12 hours ago, Alexandr73 said: I am applying the parameters of the surfacing. GZasfalt - under the road surface That's the issue, you need to apply the surface to the road itself not just under it. we both answered on how to fix it Share this post Link to post Share on other sites
Alexandr73 1 Posted June 13, 2021 Thank you for your help. Sorry to ask a stupid question now. How to tie road and material together? I believe "files = "tag_terrain_motorway*"" parameter is responsible for this. If I understand correctly, it refers to layers.cfg, which stores the parameters of overlaying the material on the map (what is under the road), but how to bind the material directly to the road? Share this post Link to post Share on other sites
RoF 241 Posted June 14, 2021 Copy the road textures that's not working like "main_road_CA.paa / main_road_end_CA / main_road.rvmat" to your map, tag and rename them. open the newly renamed main_road.rvmat and change the paths to your new textures. Then in cfgsurfaces link to the newly renamed files, like you said "files = my_fixed_main_road*" then in your roadslibs, change the path from the broken roads to your new renamed files done! no need to change layers as you are not changing a ground surface texture. Note it is a good idea to put concrete under your roads, as arma will sometimes use the ground texture and not the "road" itself Share this post Link to post Share on other sites
Alexandr73 1 Posted June 14, 2021 Thank you so much. Walking sound worked 1 Share this post Link to post Share on other sites