Tanelorn 0 Posted March 14, 2003 I'm sure you guys have noticed that some objects have special sounds when you walk on them. The industrial building in Nogova is a great example. It pings as you walk on the metal walkways. Anyone know how to set this in the model? I noticed in the opflash demo models that they would texture their roadways, and these textures didn't always match the texture in the resolution LODs. I also saw in the config file there's a cfgMaterials section that defines sounds to certain textures, which seem to use wildcards in their names. I wonder if there are special textures you put on the roadways that cause a certain sound to be heard. If any of you know how this is done, would you please post that information? Share this post Link to post Share on other sites
Tanelorn 0 Posted March 18, 2003 So is this a new discovery, or are you just not answering? In any case, I made a discovery: A road isn't a road unless you texture the roadway LOD correctly. My roads wouldn't let you drive fast on them until I textured the roadway with the airfield texture. Very interesting... Share this post Link to post Share on other sites
colonel_klink 0 Posted March 20, 2003 I would presume the roadway would have to be named in the properties window as metal, gravel or whatever. I haven't found a solution to this yet, but would like to know how it is done also. Share this post Link to post Share on other sites
Tanelorn 0 Posted March 22, 2003 >>> Solution discovered <<< In the main config.cpp there is a section called cfg.Surfaces In here you can see listings of surface types, texture names (often with wildcards), and sound references. If you texture a roadway with a texture that meets the criteria of a cfgSurface item, the specified sound will be made when you walk on it. These specific sounds are within the cfgVehicles : Man section. The classes are numerous, some of them being Concrete, Rock, Wood, Sand, Mud, etc. There are other wildcard textures that are followed by a series of question marks. I don't recognize how this wildcard works. Any ideas? Share this post Link to post Share on other sites