Footsteps

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Neveos
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Footsteps

Post by Neveos »

I've got these long "quick walk" escalator belt things you see in airports, etc, commonly put in use in the land of the Jetsons, in my airport map. Problem is getting the effect to work. I zoned them off, and have the texure panning so it looks like the belt is moving. I have the zone veocity set so it pushes the player along, but the problem is that the player makes all these jittery footstep noises as he goes. I would like to know if I can disable the footsteps with a zone info, or like, can I actually alter the texture such that it produce no footstep sounds, or the sound is of nothing? How do the textures assign footstep sounds?
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DDL
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Re: Footsteps

Post by DDL »

Footsteps are generated by a meshnotify call in GM_Trench, and use the playerclass function playfootstep().

It does trace down to find the texture you're walking on, then generates a sound accordingly. Annoyingly, the default is 'stone', so even if you give your texture a group that's totally unrecognised, it'll still go 'tap tap tap'.

If you have a custom playerclass, it's a piece of piss to overwrite, tho. Otherwise, I guess..carpet is the quietest, so that's tex group 'textile' or 'paper'.
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Neveos
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Re: Footsteps

Post by Neveos »

Thanks, I think it will be alright, anyway, considering your not supposed to ride on those things, but walk.
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Neveos
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Re: Footsteps

Post by Neveos »

I found DDL's explanation here: http://www.ttlg.com/forums/showthread.php?t=107452

But it isn't exactly what I want to do.

Sorry to bring this back up, but I am adding carpet textures and I am wondering:

how do I add a texture such that it will sound like carpet when I walk over it? Surely it should be some kind of property of the texture right? Not of the player class?

-edit- sorry, this appears pretty complicated reading around about it. Seems like a simple thing to tag to a texture what kind of footstep sounds it should play when you walk over it.

-edit- a possible work around is to cover a section of floor with a sheet of chosen carpeted texture over one of the inbuilt carpeted textures
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DDL
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Re: Footsteps

Post by DDL »

import texture, give it 'textile' as its group.

Or, use import line,

#exec texture IMPORT NAME=YourTex1 FILE=Textures\YourTex1.pcx GROUP=textile FLAGS=
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Neveos
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Re: Footsteps

Post by Neveos »

awesmo. what are the different group? textile, stone, earth, water?

-edit-

It seems it is:

Water (watery, I guess this is initiated if you are standing in water)
Tile (Interior stone)
Textile (Carpet)
Stone (Grainy sound, like concrete)
Metal (Metal)
Earth or Foilage (Grassy crunch)
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DDL
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Re: Footsteps

Post by DDL »

Water sounds are determined by footregion.zone.bwaterzone=true

Textile and Paper are both treated as 'carpet' for sounds
Foliage and Earth: both grass footsteps
Metal and Ladder: both metal footsteps
Ceramic, Glass, Tile: tile-like footsteps
Wood: wood (duh)
Brick, Concrete, Stone, Stucco, or "we failed to recognise the group": stone footsteps

:)
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Neveos
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Re: Footsteps

Post by Neveos »

DDL wrote:Brick, Concrete, Stone, Stucco, or "we failed to recognise the group": stone footsteps

:)
LOLOL i dont know why thats so funny
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Neveos
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Re: Footsteps

Post by Neveos »

Success

I set it to bGravityZone and gave it a lift to keep the player of the ground of .000001

http://www.youtube.com/watch?v=SwQkDNFK ... ideo_title

WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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