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ag_smith

Footsteps sound

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Here's my problem:

Does anybody know how to modify footsteeps sound when in walking IN buidlings? (It's just like in the BIS old factory building: when walking upstairs, you hear "footsteps on metal" sound.)

How can I make something like that in my own buildings?

My first guess is that it's achieved by texturing roadway LOD with specific texture, but I don't know the proper texture name. I tried looking at demo models, but none of them has such a feature (metal surfaces). Also, it seems nobody ever posted about this so far here or at OFPEC. rock.gif

Edit: Same question, but concerning "footsteps in water" sound?

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Today, thanks to ODOL Explorer 2, I've found the answer myself:

You have to texture roadway LOD with this texture:

"data\plechprolis.pac"

Then you get the metalic footstep sound!

Thank you very much, Snakeman! smile_o.gif

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Thank you very much, Snakeman! smile_o.gif

Youre welcome, but please assign the thank you also if not specificly to Dschulle also. He coded the thing, I'm just a slavedriver, readme/manual writer and tireless tester & whiner. smile_o.gif

But we're very happy that our small util has helped you. Oh btw next WrpTool version should have the AGS stuff not working bug fixed, as it is in this ODOL Explorer v2.0 already.

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Actually you didn't need to use odol exp anyways. You can make your own sounds while walking on objects from the config file. For example, plechprolis works because of this:

class CfgSurfaces

{

            class Metal

            {

                        access = ReadOnly;

                        files=plechprolis*;

                        rough=0.15;

                        dust=0.1;

                        soundEnviron = metal;

            };

};

So if you textured something with 'metal01.paa' and 'metal02.paa' you would just put in the config:

class CfgSurfaces

{

            class Metal01

            {

                        access = ReadOnly;

                        files=metal*;

                        rough=0.15;

                        dust=0.1;

                        soundEnviron = metal;

            };

};

As far as I know the soundEnviron is taken from the soldier's config, so it might be impossible to make new sounds without editing each soldier.

the availiable soundEnviron variables:

normalExt

road

gravel

grass

sand

rock

forest

dirt

water

wood

metal

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Guest

Well it's a nice idea, but cfgSurfaces isn't patchable. You just can't add new working entries into it. This was changed a loooong time ago.....check the commented config from the Breathe site.

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I've added sounds to all my objects using Master_Chief suggestion and it works just fine biggrin_o.gif. The secret is texture the roadway lod with the texture defined in the config as ag_smith said. Basic sounds are the BIS standard ones but that's enough to supply my needs smile_o.gif

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Guest

Hmmmm ok. That's curious. Patchable for objects but not land textures maybe? rock.gif Interesting......time for more research.

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With land textures it is possible to, but that must be present, i think, in the island cpp.

Here is the entire class from Res config CPP (do't care about those smilies!)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces

{

class Default

{

access=2

files="default";

rough=0.075000;

dust=0.100000;

soundEnviron="normalExt";

};

class Roadway

{

access=2

files="silnice*";

rough=0.005000;

dust=0.010000;

soundEnviron="road";

};

class Asfalt: Roadway

{

access=2

files="asfalt*";

rough=0.010000;

dust=0.050000;

soundEnviron="road";

};

class Cesta: Roadway

{

access=2

files="cesta*";

rough=0.080000;

dust=0.150000;

soundEnviron="gravel";

};

class Grass: Default

{

access=2

files="tn?rock.gif??";

rough=0.110000;

dust=0.100000;

soundEnviron="normalExt";

};

class GrassAbel: Default

{

access=2

files="tt?rock.gif??";

rough=0.110000;

dust=0.250000;

soundEnviron="grass";

};

class SandAbel: Default

{

access=2

files="pi?rock.gif??";

rough=0.150000;

dust=0.600000;

soundEnviron="sand";

};

class RockAbel: Default

{

access=2

files="sh?rock.gif??";

rough=0.200000;

dust=0.200000;

soundEnviron="rock";

};

class BetonAbel: Default

{

access=2

files="bt?rock.gif??";

rough=0.050000;

dust=0.030000;

soundEnviron="rock";

};

class GrassHigh: Default

{

access=2

files="tv?rock.gif??";

rough=0.120000;

dust=0.050000;

soundEnviron="grass";

};

class Forest

{

access=2

files="pl?rock.gif??";

rough=0.120000;

dust=0.050000;

soundEnviron="forest";

};

class Sand: Default

{

access=2

files="ps?rock.gif??";

rough=0.120000;

dust=0.500000;

soundEnviron="sand";

};

class Field: Default

{

access=2

files="pol";

rough=0.150000;

dust=0.300000;

soundEnviron="dirt";

};

class Village: Default

{

access=2

files="bah";

rough=0.080000;

dust=0.200000;

soundEnviron="normalExt";

};

class Runway: Roadway

{

access=2

files="rw*";

rough=0.001000;

dust=0.006000;

soundEnviron="road";

};

class Rock

{

access=2

files="s?rock.gif???";

rough=0.150000;

dust=0.100000;

soundEnviron="rock";

};

class Water

{

access=2

files="more_anim*";

rough=0.000000;

dust=0.000000;

soundEnviron="water";

};

class Wood

{

access=2

files="podlaha_prkna*";

rough=0.150000;

dust=0.100000;

soundEnviron="wood";

};

class Metal

{

access=2

files="plechprolis*";

rough=0.150000;

dust=0.100000;

soundEnviron="metal";

};

class Beton

{

access=2

files="kameny.pac";

rough=0.150000;

dust=0.100000;

soundEnviron="rock";

};

class Carpet

{

access=2

files="dum_mesto_koberec*";

rough=0.150000;

dust=0.100000;

soundEnviron="wood";

};

class SandBuilding: Default

{

access=2

files="pisek01*";

rough=0.120000;

dust=0.500000;

soundEnviron="sand";

};

class MudBuilding: Default

{

access=2

files="hlinasterk*";

rough=0.120000;

dust=0.500000;

soundEnviron="rock";

};

};

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Guest

Nah....just not patchable smile_o.gif

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why not patchable ?

Only the subclasses has the access=2 parameter.

So these Class must be work imho

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces

{

class Dummy

{

files="mytexturenameincludewildcards"

rough=1// 1 mean nearly stopped, 0= best speed

dust=1 // seems to be the transparency of dust

soundEnviron="normalExt"; // use the definited class SoundEnvironExt of the unit/vehicle, when defined ?!

};

};

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Yet another question here:

Do these classes anyhow modify the way surfaces (=textures) look like. I mean like if they can make the surfaces glossy (vide water?) or whatever?

It came to me when I've downloaded Lupus_WD config mods for CP photos. You can take a look at them here.

Anyway, upcoming Industrial Pack version will include appropriate footsteps sounds wherever needed. smile_o.gif

PS. @Snake Man, yes of course, I should thank the whole PMC team, sorry about that. wink_o.gif

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Imho the "look like effect" of the textures are defined in the

class CfgTextureToMaterial and class CfgMaterials

but don't ask me about the bondings of this classes in practice.

(I've never tried it)

Imho all textures in the CfgTextureToMaterial - texturelist classes will assign the (eg.) material="#Metal"; parameter

which is defined as a class in the class CfgMaterials (of course without '#')

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