Changing default sounds

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GameBurger
93 Posts
Posted Dec 22, 2014
Okay, so if .vpk files have higher priority then files in the game folder, is there a way to pack a .vpk file to a map with pakrat so it would only change default sounds in my custom map?

Sorry for these frequent and nooby questions ^^
Thanks!

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CamBen
973 Posts
Posted Dec 22, 2014
Replied 7 hours later
Sadly, no. Vpk files cannot be packed into a map. What sound are you trying to replace? There may be a workaround.
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GameBurger
93 Posts
Posted Dec 23, 2014
Replied 12 hours later

CamBen wrote:
Sadly, no. Vpk files cannot be packed into a map. What sound are you trying to replace? There may be a workaround.

Still trying to change the default footsteps on grass. I do not suppose there is a way to change that in hammer or anything?

P.S. It does not have to be grass. I just picked it so it would not mess up anything in the future as noone uses grass textures in portal (afaik). Basically just beed to change the footsteps sound for one entire map.

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RustyDios
154 Posts
Posted Dec 23, 2014
Replied 3 hours later
I think the footstep sounds come from the material type that is set in the Valve Material File (.vmt) for that texture. The line is "$surfaceprop""glass" for example. (This tells the engine what set of sounds to use for footsteps, collisions or portal gun bounces... I think).

I'm not sure where the sounds for these are located, or even what/where the sounds are defined for the different $surfaceprop types. Maybe this is something you could look at changing/modding, I'd love to go searching for you but <Insert Holiday Season Here> has me pretty limited for time at the moment... You may be able to create your own type pointing to your custom/changed sounds...

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Lpfreaky90
2,842 Posts
Posted Dec 23, 2014
Replied 4 hours later

RustyDios wrote:
I think the footstep sounds come from the material type that is set in the Valve Material File (.vmt) for that texture. The line is "$surfaceprop""glass" for example. (This tells the engine what set of sounds to use for footsteps, collisions or portal gun bounces... I think).

Absolutely correct.
the sounds are defined in surfaceproperties.txt located in portal2/portal2/scripts
it should be possible to modify this and have like own surfaceprops, to get a new entry in here if you really want to, but then again you have the problem that the script has to be loaded prior to the map.

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RustyDios
154 Posts
Posted Dec 23, 2014
Replied 7 hours later
Great.. well then... this now depends on if the "new" footsteps sounds is custom or already "default".... for example you could create/use a new .vmt with an adjusted $surfaceprop line to make grass sound like metal (the texture would still look like grass but behave like metal) .... it really depends on what GameBurger is trying to achieve. If he wanted to, with the simple method of changing/paking a few .vmt's the entire map could -sound- like he was walking on -whatever- property (providing it was one that is already defined in that script file)...

And thank you LPfreaky90 for confirming that I AM learning "stuff"... I still feel like a complete Hammer noob almost 2yrs after first using it...

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GameBurger
93 Posts
Posted Dec 24, 2014
Replied 10 hours later
But in order for people to have that new surface ill have to pack the txt file in the bsp file. Will that work?
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Lpfreaky90
2,842 Posts
Posted Dec 25, 2014
Replied 1 day later

GameBurger wrote:
But in order for people to have that new surface ill have to pack the txt file in the bsp file. Will that work?

nop

your best bet is to replace the sounds and pack them into your map.
I believe that that overwrites the default game sounds. (if they have the same name and path ofc!)

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GameBurger
93 Posts
Posted Dec 25, 2014
Replied 1 hour later

Lpfreaky90 wrote:
GameBurger wrote:

But in order for people to have that new surface ill have to pack the txt file in the bsp file. Will that work?

nop

your best bet is to replace the sounds and pack them into your map.
I believe that that overwrites the default game sounds. (if they have the same name and path ofc!)

Sadly, they do not. Not in Portal 2.

But thanks, everyone!