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[SOLVED] Adding custom footstep sound

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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?

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.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

it actually is easy to make your own surfaceprop, the hard part might be packing it into the map.

My YouTube Channel: https://www.youtube.com/user/Camben24
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CamBen 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?

Konke 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? :P

Just saying because I faced that problem myself some time ago :lol:

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.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
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. :P

Falsi sumus crusto!
FelixGriffin 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! :lol: Thanks for saying! :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
FelixGriffin 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. :P

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).

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

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen 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 nodraw

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.

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