[SOLVED] Adding custom footstep sound
Quote from Konke on June 15, 2015, 7:17 amIs it possible to add footstep sounds to specific surfaces? For instance, if a glass floor doesn't produce footstep sounds, can I add them on my own?
Is it possible to add footstep sounds to specific surfaces? For instance, if a glass floor doesn't produce footstep sounds, can I add them on my own?
Quote from TeamSpen210 on June 15, 2015, 3:53 pmFootstep sounds are controlled by the $surfaceprop parameter in the VMT (among other things). I don't think you can easily add your own new types of surfaceprop, but you can just duplicate the original VMT, add a $surfaceprop option, and use that instead. "$surfacepop glass" will make glass sounds.
Footstep sounds are controlled by the $surfaceprop parameter in the VMT (among other things). I don't think you can easily add your own new types of surfaceprop, but you can just duplicate the original VMT, add a $surfaceprop option, and use that instead. "$surfacepop glass" will make glass sounds.
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Quote from CamBen on June 15, 2015, 7:47 pmit actually is easy to make your own surfaceprop, the hard part might be packing it into the map.
it actually is easy to make your own surfaceprop, the hard part might be packing it into the map.
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Quote from Konke on June 16, 2015, 9:31 amCamBen wrote:it actually is easy to make your own surfaceprop, the hard part might be packing it into the map.Hmm, the extra packing isn't my strong side. I'd like to make it as easy as possible. Can't I produce my own foot step sounds on, let's say, a player clip?
Hmm, the extra packing isn't my strong side. I'd like to make it as easy as possible. Can't I produce my own foot step sounds on, let's say, a player clip?
Quote from josepezdj on June 16, 2015, 10:38 amKonke wrote:Hmm, the extra packing isn't my strong side. I'd like to make it as easy as possible. Can't I produce my own foot step sounds on, let's say, a player clip?Man, that is a tool texture, forget about that... the game handles this kind of textures differently as it does with the rest.
OK, I might know what you are up to: you have a glass floor, you are annoyed with the player sliding along this surface, and you placed a playerclip brush to avoid it; of course you lost your footsteps sound.. Am I close?
Just saying because I faced that problem myself some time ago
Whether if I'm right or wrong, the thing is that you could always make a custom texture fully transparent and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.
Man, that is a tool texture, forget about that... the game handles this kind of textures differently as it does with the rest.
OK, I might know what you are up to: you have a glass floor, you are annoyed with the player sliding along this surface, and you placed a playerclip brush to avoid it; of course you lost your footsteps sound.. Am I close?
Just saying because I faced that problem myself some time ago
Whether if I'm right or wrong, the thing is that you could always make a custom texture fully transparent and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.
Quote from FelixGriffin on June 16, 2015, 8:07 pmjosepezdj wrote:Whether if I'm right or wrong, the thing is that you could always make a custom texture fully transparent and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.
I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.
Quote from josepezdj on June 17, 2015, 6:00 amFelixGriffin wrote:I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.LOL, never used it so I didn't know what the usage of this texure was! Thanks for saying!
LOL, never used it so I didn't know what the usage of this texure was! Thanks for saying!
Quote from Konke on June 21, 2015, 11:45 amFelixGriffin wrote:josepezdj wrote:Whether if I'm right or wrong, the thing is that you could always make a custom texture fully transparent and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.
Interesting, didn't even bother to look there but thank you! Now my second problem is to create metal-ish sound for a grate floor. Some official Portal 2 maps have grate floor but sadly not every has the proper sound. Miss by the developer's?
I didn't find any other footstep texture than the one you refered to (glass).
I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.
Interesting, didn't even bother to look there but thank you! Now my second problem is to create metal-ish sound for a grate floor. Some official Portal 2 maps have grate floor but sadly not every has the proper sound. Miss by the developer's?
I didn't find any other footstep texture than the one you refered to (glass).
Quote from CamBen on June 21, 2015, 7:53 pmMy suggestion is to grab any metal floor texture and lay down a brush of it where you need to and tie it to a func_brush. Then set the rendermode to "don't render" and the render amount to "0", and texture any sides of the brush that don't need to be walked on with nodraw
I haven't tested it but I think it should work
My suggestion is to grab any metal floor texture and lay down a brush of it where you need to and tie it to a func_brush. Then set the rendermode to "don't render" and the render amount to "0", and texture any sides of the brush that don't need to be walked on with nodraw
I haven't tested it but I think it should work
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Quote from Konke on June 23, 2015, 12:19 pmCamBen wrote:My suggestion is to grab any metal floor texture and lay down a brush of it where you need to and tie it to a func_brush. Then set the rendermode to "don't render" and the render amount to "0", and texture any sides of the brush that don't need to be walked on with nodrawI haven't tested it but I think it should work
I did just that, except the render amount set to 0 (which I didn't find). Sorry but it didn't work. I like the idea. Perhaps "don't render" means it won't render any sounds aswell.
I haven't tested it but I think it should work
I did just that, except the render amount set to 0 (which I didn't find). Sorry but it didn't work. I like the idea. Perhaps "don't render" means it won't render any sounds aswell.