What, No Footsetps?!

ArchiTextureArchiTexture Join Date: 2002-11-25 Member: 9939Members
Ok, I am making my level and I do a complete overhaul of the textures I am using. New walls, new ceiling, new floor.... BUT, there are a couple floor textures I chose that don't have a sound for footsteps... They're in the Generic series of H\L textures, specifically, the Generic015 series. Is there any way I can define what kinda footsteps should happen on them? They don't even seem to have a default sound (and I really like the sharp metalic plinking the bullets make off the surface.)

- AxTex

Comments

  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Go to: your ns directory, go to sound, click materials.txt

    You will see something like this:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->// NS textures

    M plainmet
    M plainmet-big
    M platform
    M platfrom-a
    M r25_beam
    M r25_detail
    M r25_fan
    M r25_junction<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The M in all of them Stands for metal, at the top of teh document you can see:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->//  'M' metal
    //  'V' ventillation
    //  'D' dirt
    //  'S' slosh liquid
    //  'T' tile
    //  'G' grate (Concrete is the default)
    //  'W' wood
    //  'P' computer
    //  'Y' glass
    //  'N' snow<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Add the textures you want sounds for and place a letter corrosponding with what type of sound you want infront of the texture name.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    That will only change it for you, though, and no one else. It's not a good idea to mess around with materials.txt unless you're making your own mod, since no one wants to (or should, for that matter) have to go through the process of copying/pasting other people's settings every time they install a map.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The solution is to copy the textures you want to use to a new wad (using <a href='http://www.telefragged.com/wally/' target='_blank'>Wally</a>) and renaming those to textures referenced in the materials.txt.
    You will have to -wadinclude those textures.
  • ArchiTextureArchiTexture Join Date: 2002-11-25 Member: 9939Members
    Thanks for the suggestions, I will mess around with the stuff on my next couple days off.

    I want this type of floor mostly so that my level doesn't look like I am ripping off ns_eclipse... too much at least. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> (only using the NS.wad, HL.wad, and Liquids.wad for texies...)

    Now... where did I hide my Wally directory.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    AxTex
  • Delete_MeDelete_Me Join Date: 2002-04-01 Member: 368Members
    There is a way to trick the engine into playing a certain soundtype for footsteps without changing the materials.txt. If you read the description at the top of the file, you see that only the first twelve characters of a listing is used the identity the texture and assign sounds. All you have to do is find a listing that is exactly or longer than 12 characters, and then put those 12 at the begining of your texture name.

    Example: The listing in materials.txt is 'M C2A3TURBINE1' , so I rename my texture to 'C2A3TURBINE1mine', or something of the such.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Topic I've often wondered about myself! Thanks guys!
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