ag_smith 0 Posted April 7, 2004 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. Edit: Same question, but concerning "footsteps in water" sound? Share this post Link to post Share on other sites
ag_smith 0 Posted April 8, 2004 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! Share this post Link to post Share on other sites
Snake Man 407 Posted April 8, 2004 Thank you very much, Snakeman! 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. 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. Share this post Link to post Share on other sites
Metalmalte 0 Posted April 12, 2004 great, thx guys! any other materials that have sounds? Share this post Link to post Share on other sites
MiG2003 0 Posted April 14, 2004 It makes sense ag_smith:O . We are learning with those tools Share this post Link to post Share on other sites
Master_Chief 0 Posted April 14, 2004 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 Share this post Link to post Share on other sites
MiG2003 0 Posted April 14, 2004 Thats a good tip Master_Chief Share this post Link to post Share on other sites
Guest Posted April 15, 2004 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. Share this post Link to post Share on other sites
MiG2003 0 Posted April 15, 2004 I've added sounds to all my objects using Master_Chief suggestion and it works just fine . 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 Share this post Link to post Share on other sites
Guest Posted April 15, 2004 Hmmmm ok. That's curious. Patchable for objects but not land textures maybe? Interesting......time for more research. Share this post Link to post Share on other sites
MiG2003 0 Posted April 15, 2004 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???"; rough=0.110000; dust=0.100000; soundEnviron="normalExt"; }; class GrassAbel: Default { access=2 files="tt???"; rough=0.110000; dust=0.250000; soundEnviron="grass"; }; class SandAbel: Default { access=2 files="pi???"; rough=0.150000; dust=0.600000; soundEnviron="sand"; }; class RockAbel: Default { access=2 files="sh???"; rough=0.200000; dust=0.200000; soundEnviron="rock"; }; class BetonAbel: Default { access=2 files="bt???"; rough=0.050000; dust=0.030000; soundEnviron="rock"; }; class GrassHigh: Default { access=2 files="tv???"; rough=0.120000; dust=0.050000; soundEnviron="grass"; }; class Forest { access=2 files="pl???"; rough=0.120000; dust=0.050000; soundEnviron="forest"; }; class Sand: Default { access=2 files="ps???"; 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????"; 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"; }; }; Share this post Link to post Share on other sites
Guest Posted April 16, 2004 Nah....just not patchable Share this post Link to post Share on other sites
Lester 0 Posted April 16, 2004 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 ?! }; }; Share this post Link to post Share on other sites
ag_smith 0 Posted April 21, 2004 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. PS. @Snake Man, yes of course, I should thank the whole PMC team, sorry about that. Share this post Link to post Share on other sites
Lester 0 Posted April 24, 2004 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 '#') Share this post Link to post Share on other sites