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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?

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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;

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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

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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.

 

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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;
    };

};

 

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Interestingly, there is a second road (gravel road) on the map, the sound of walking works on it.

 

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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

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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?

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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

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