Burny 0 Posted January 15, 2005 Hi! Not really shure if this is the right place to post, but I was wondering if it is possible to define custom walking or running sounds for an winter island I'm working on. I'm guessing I have to define sumtin' in the .cpp file or maby modify the original CWC .bin and run the island via a modfloder?!? Â well I have no Idea myself, thats why I have to turn towars all of you smart people out there for help. Thanks! ...oh and BTW, is it possible to make the anims (island animfolder) work properly when they are in an modfolder or do they have to be in the CWC-addons folder to work like they should? Share this post Link to post Share on other sites
scfan42 0 Posted January 19, 2005 For the custom sounds I don't think you can do that with the island's config. From what I've seen those sounds are defined in the config of the soldiers and not under the island. If you had a modded config.bin, then you could be able to simply add "snow" as a new enviroment, set the island's enviroments to snow, and then add the array of footstep sounds to the sounds thing in the soldiers config. And for the anim folder, as far as I've seen it only works in the addons folder, though BAS Tonal works through res/addons. But it would be simple enough to set up with a self-extracting zipped file. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted January 20, 2005 I don't think it's impossible, I remember seeing custom footsteps on and older island-addon Jungle Everon, as you can see when stepping on asphalt surfaces and running on them sounds different then grass surfaces, try unpacking Jungle Everon and looking into its config. Share this post Link to post Share on other sites
nephilim 0 Posted January 20, 2005 u prolly means the sound that is created when a soldier steps on certain island textures these shoudl be modifiable look at BAS´ Tonal cfg they have defined new textures in that its called cfgSurface ur so u can aswel define in there the bumpyness or the ammount of dust that is generated or as u want the sound but u prolly have to make a custom soudn for it "Sand" woudl be "\myisland\Sand.wav" or wotso ever cheers Share this post Link to post Share on other sites
Burny 0 Posted January 20, 2005 Thanks for the help everyone . I took a look in Kegetys winter nogojev 1.1 config, and found: {"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3};\ this I find alittle wierd since theres no "\sound\snowstep1.wav" in the KegNoeCain_Snow .pbo directory. But yet, the included soldiers still plays a custom sound. (at least in my ears) I allso found a reference to to the sound in the CfgSurfaces class just as you said. I think the sound has to be defined in both the island config, CfgSurfaces class and the units config to work properly. Because when I tried the arctic units on desertIsland they didn't give that snow sound. I got the arctic units to give away the sound on my island by playing with my config: Quote[/b] ]class CfgWorlds {class DefaultWorld {}; class KEGnoecain_snow : DefaultWorld {}; class vulcano : KEGnoecain_snow { access = 3; description = "vulcano"; icon = "\vulcano\_wrptool_12km.paa"; worldName = "vulcano.wrp"; so this problem is kind of solved now  but I will definetly look into Bas_Tonal and Jungle everons configs for further clues (once i get them d\loaded), thanks for the tip. but now I have another problem... thake a look at this: Warped forrest [209kb] Kegs winter version of resitance les_nw_jehl_... forrest doesnt wrap around the terrain correctly. I read in the WrpTool manual that this is because resistance forrests uses square objects, and I allso implemented the config fix for the problem but it still won't work here's the config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class vulcano { units[] = {}; weapons[] = {}; worlds[] = {vulcano}; requiredVersion = 1.91; }; }; class CfgWorlds { class DefaultWorld {}; class KEGnoecain_snow : DefaultWorld {}; class vulcano : KEGnoecain_snow { access = 3; description = "vulcano"; icon = "\vulcano\_wrptool_12km.paa"; worldName = "vulcano.wrp"; cutscenes[] = {"..\addons\wrptool_12km_anims\intro"}; // ====== end ILS ====== class ReplaceObjects { // ====== Comments by shinRaiden – BEGIN ====== //====================================== // this syntax removes a bogus p3d... //====================================== class Forest1Border { replace="O\Tree\les_nw_ctver_mlaz.p3d"; with[]= {}; }; //====================================== // a little weird, replacing ourself... //====================================== class Forest1Triangle { replace="O\Tree\les_nw_trojuhelnik.p3d"; with[]={"O\Tree\les_nw_trojuhelnik.p3d"}; }; //=================================== // -- Individually placed, these stair-step: // O\Tree\les_nw_ctver_pruhozi_T1.p3d // O\Tree\les_nw_ctver_pruhozi_T2.p3d //=================================== class Forest1Square { replace="O\Tree\les_nw_ctver_pruhozi.p3d"; with[]={"O\Tree\les_nw_ctver_pruhozi_T1.p3d","O\Tree\les_nw_ctver_pruhozi_T2.p3d"}; center="true"; }; //====================================== // this syntax removes a bogus p3d... //====================================== class Forest2Border { replace="O\Tree\les_nw_jehl_mlaz.p3d"; with[]={}; }; //====================================== // a little weird, replacing ourself... //====================================== class Forest2Triangle { replace="kegnoecain_snow\Tree\les_nw_jehl_trojuhelnik.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_trojuhelnik.p3d"}; }; //=================================== // -- Individually placed, these stair-step: // O\Tree\les_nw_jehl_T1.p3d // O\Tree\les_nw_jehl_T2.p3d //=================================== class Forest2Square { replace="O\Tree\les_nw_jehl_ctver_pruhozi.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_T1.p3d","kegnoecain_snow\Tree\les_nw_jehl_T2.p3d"}; center="true"; }; //=================================== // --- EXPERIMENTAL – Works. --- //=================================== class Forest2T1 { replace="kegnoecain_snow\Tree\les_nw_jehl_T1.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_T1.p3d"}; }; class Forest2T2 { replace="kegnoecain_snow\Tree\les_nw_jehl_T2.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_T2.p3d"}; }; // ============================= // This p3d is only 2d planes, and you can not walk inside. // -- O\Tree\les_nw_jehl_ctver.p3d // I made up the className "Forest2Plane" // ============================= class Forest2plane { replace="O\Tree\les_nw_jehl_ctver.p3d"; with[]={}; }; // ====== Comments by shinRaiden – END ====== }; }; }; class CfgWorldList { class vulcano {}; }; I don't know if the slopes are too steep or if I'ts this config that isn't correctly coded. I thank you all for the help so far and hope you will be able to help me with this too . - AK-B Share this post Link to post Share on other sites