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bravo 6

Sounds on different textures

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Does anyone know how this works properly?

I noticed in other maps when we walk in different surfaces the sound is different.

I already tried adding sidewalks and the sound is the same as if i was walking in the sand.

Also there are particular sounds (like in Sakakah) when we walk in sand..

how do i use these different sounds when walking in different grounds(textures)?

How do i set them up?

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Properties such as sounds, dust, surface roughness for wheeled vehicles, etc are controlled by class definitions in cfgSurfaces. Take a look at this thread to learn about defining cfgSurfaces.

Each texture cell (16 per segment) can only have one surface, based upon the first terrain type in that cell. This means you'll only be likely to get a few surfaces over an entire island. See this thread about the surfaceType command for some examples of the low resolution and ArmA's default cfgSurface classes.

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i have played around with those codes and info from the link you provided and tried to understand them..

I now have sand sound when walking in the sand.. same with desertgrass, but i can not make grass to work and i don't have any visual of the model grass ( model=ca\plants\clutter_grass_desert.p3d; ) in my map..

In my map i have both desert grass (grasssand) and grass (grass) texture, i can't understand why it's not working..

can anyone help me find where is the problem?

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

class xxGrassGeneral: DefaultClutter {

model=ca\plants\clutter_grass_desert.p3d;

affectedByWind = 0.3;

swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};

colorByGround=0.9;

scaleMin = 0.85;

scaleMax = 1.05;

};

class xxGrassShort: xxGrassGeneral {

model=ca\plants\clutter_grass_general.p3d;

affectedByWind = 0.3;

swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};

colorByGround=0.9;

scaleMin = 0.75;

scaleMax = 1.0;

};

class xxGrassFlowers: xxGrassGeneral {

model=ca\plants\clutter_grass_flowers.p3d;

};

class xxGrassLong: xxGrassGeneral {

model=ca\plants\clutter_grass_long.p3d;

affectedByWind = 0.6;

scaleMin = 0.60;

scaleMax = 1.05;

};

class xxGrassSevenbeauty: xxGrassGeneral {

model=ca\plants\clutter_grass_sevenbaeuty.p3d;

affectedByWind = 0.2;

scaleMin = 0.70;

scaleMax = 1.10;

};

class xxSmallRocks: xxGrassGeneral {

model=ca\rocks\clutter_stone_small.p3d;

affectedByWind = 0;

scaleMin = 0.80;

scaleMax = 1.00;

};

class xxFlowersColor: xxGrassGeneral {

model=ca\plants\clutter_smetanka.p3d;

};

};

...

class CfgSurfaces {

class Default {};

class sand : Default {

access = ReadOnly;

files = "sand*";

rough = 0.9;

dust = 0.9;

soundEnviron = "sand";

character = "SandClutter";

};

class grasssand : Default {

access = ReadOnly;

files = "grasssand*";

rough = 0.150000;

dust = 0.200000;

soundEnviron = "drygrass";

character = "GrassSandClutter";

};

class grass : Default {

access = ReadOnly;

files = "grass*";

rough = 0.2;

dust = 0.4;

soundEnviron = "grass";

character = "GrassClutter";

};

};

class CfgSurfaceCharacters {

class SandClutter {

probability[] = {0.03000};

names[] = {"xxSmallRocks"};

};

class GrassSandClutter {

probability[] = {0.500000,0.050000,0.040000};

names[] = {"xxGrasslong", "xxGrassSevenbeauty", "xxFlowersWhite"};

};

class GrassClutter {

probability[] = {0.03000, 0.8};

names[] = {"xxSmallRocks", "xxGrassGeneral"};

};

};

I can not make the "GrassClutter" to work and i don't understand why..

any ideas?

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You're attempting to overwrite ArmA's (read only) classes. If the game let you do this your addon would ruin Sahrani. Any other addon maker who use the same class names would ruin both your addon and Sahrani.

The solution is to get and use an OFPEC Tag, which will ensure all your addons will have unique class names.

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huh.gif oh.. ok,

so if i change the name/variables names they will work then without "invading" other maps/work..

So, was that the reason why i didn't had the grass working as it should?

well ill try to register "b6" tag before my variables then..

EDIT: hum.. looks like i need 3 caracters to register, and cant with only 2. I intend to use BC (Bravo Company) for that purpose, but it did not solved my problem. I changed the mentioned variables but it still not work. I can see the sand grass but not the grass sad_o.gif

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ok, it works now that i have changed the names smile_o.gif

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

class BCGrassGeneral: DefaultClutter {

model=ca\plants\clutter_grass_desert.p3d;

affectedByWind = 0.3;

swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};

colorByGround=0.9;

scaleMin = 0.85;

scaleMax = 1.05;

};

class BCGrassShort: BCGrassGeneral {

model=ca\plants\clutter_grass_general.p3d;

affectedByWind = 0.3;

swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};

colorByGround=0.9;

scaleMin = 0.75;

scaleMax = 1.0;

};

class BCGrassFlowers: BCGrassGeneral {

model=ca\plants\clutter_grass_flowers.p3d;

};

class BCGrassLong: BCGrassGeneral {

model=ca\plants\clutter_grass_long.p3d;

affectedByWind = 0.6;

scaleMin = 0.60;

scaleMax = 1.05;

};

class BCGrassSevenbeauty: BCGrassGeneral {

model=ca\plants\clutter_grass_sevenbaeuty.p3d;

affectedByWind = 0.2;

scaleMin = 0.70;

scaleMax = 1.10;

};

class BCGrassYellow: BCGrassGeneral {

model=ca\plants\clutter_grass_yellow.p3d;

affectedByWind = 0.2;

scaleMin = 0.70;

scaleMax = 1.10;

};

class BCGrassDesert: BCGrassGeneral {

model=ca\plants\clutter_grass_long.p3d;

};

class BCSmallRocks: BCGrassGeneral {

model=ca\rocks\clutter_stone_small.p3d;

affectedByWind = 0;

scaleMin = 0.80;

scaleMax = 1.00;

};

class BCFlowersColor: BCGrassGeneral {

model=ca\plants\clutter_smetanka.p3d;

};

class BCFlowersWhite: BCGrassGeneral {

model=ca\plants\clutter_white_flower.p3d;

};

};

...

class CfgSurfaces {

class Default {};

class BCsand : Default {

access = ReadOnly;

files = "sand*";

rough = 0.9;

dust = 0.9;

soundEnviron = "sand";

character = "BCSandClutter";

};

class BCgrasssand : Default {

access = ReadOnly;

files = "grasssand*";

rough = 0.150000;

dust = 0.200000;

soundEnviron = "drygrass";

character = "BCGrassSandClutter";

};

class BCgrass : Default {

access = ReadOnly;

files = "grass*";

rough = 0.2;

dust = 0.4;

soundEnviron = "grass";

character = "BCGrassClutter";

};

};

Thank You very much biggrin_o.gif

Im so happy yay.gifbiggrin_o.gif

edit: i feel like a kid again thumbs-up.gif

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